declare module PlayFabClientModule { export interface IPlayFabClient { settings: PlayFabModule.IPlayFabSettings; IsClientLoggedIn(): boolean; // Accepts an open trade (one that has not yet been accepted or cancelled), if the locally signed-in player is in the // allowed player list for the trade, or it is open to all players. If the call is successful, the offered and accepted // items will be swapped between the two players' inventories. // https://docs.microsoft.com/rest/api/playfab/client/trading/accepttrade AcceptTrade( request: PlayFabClientModels.AcceptTradeRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds the PlayFab user, based upon a match against a supplied unique identifier, to the friend list of the local user. At // least one of FriendPlayFabId,FriendUsername,FriendEmail, or FriendTitleDisplayName should be initialized. // https://docs.microsoft.com/rest/api/playfab/client/friend-list-management/addfriend AddFriend( request: PlayFabClientModels.AddFriendRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds the specified generic service identifier to the player's PlayFab account. This is designed to allow for a PlayFab // ID lookup of any arbitrary service identifier a title wants to add. This identifier should never be used as // authentication credentials, as the intent is that it is easily accessible by other players. // https://docs.microsoft.com/rest/api/playfab/client/account-management/addgenericid AddGenericID( request: PlayFabClientModels.AddGenericIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds or updates a contact email to the player's profile. // https://docs.microsoft.com/rest/api/playfab/client/account-management/addorupdatecontactemail AddOrUpdateContactEmail( request: PlayFabClientModels.AddOrUpdateContactEmailRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds users to the set of those able to update both the shared data, as well as the set of users in the group. Only users // in the group can add new members. Shared Groups are designed for sharing data between a very small number of players, // please see our guide: https://docs.microsoft.com/gaming/playfab/features/social/groups/using-shared-group-data // https://docs.microsoft.com/rest/api/playfab/client/shared-group-data/addsharedgroupmembers AddSharedGroupMembers( request: PlayFabClientModels.AddSharedGroupMembersRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds playfab username/password auth to an existing account created via an anonymous auth method, e.g. automatic device // ID login. // https://docs.microsoft.com/rest/api/playfab/client/account-management/addusernamepassword AddUsernamePassword( request: PlayFabClientModels.AddUsernamePasswordRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Increments the user's balance of the specified virtual currency by the stated amount // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/adduservirtualcurrency AddUserVirtualCurrency( request: PlayFabClientModels.AddUserVirtualCurrencyRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Registers the Android device to receive push notifications // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/androiddevicepushnotificationregistration AndroidDevicePushNotificationRegistration( request: PlayFabClientModels.AndroidDevicePushNotificationRegistrationRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Attributes an install for advertisment. // https://docs.microsoft.com/rest/api/playfab/client/advertising/attributeinstall AttributeInstall( request: PlayFabClientModels.AttributeInstallRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Cancels an open trade (one that has not yet been accepted or cancelled). Note that only the player who created the trade // can cancel it via this API call, to prevent griefing of the trade system (cancelling trades in order to prevent other // players from accepting them, for trades that can be claimed by more than one player). // https://docs.microsoft.com/rest/api/playfab/client/trading/canceltrade CancelTrade( request: PlayFabClientModels.CancelTradeRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Confirms with the payment provider that the purchase was approved (if applicable) and adjusts inventory and // virtual currency balances as appropriate // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/confirmpurchase ConfirmPurchase( request: PlayFabClientModels.ConfirmPurchaseRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Consume uses of a consumable item. When all uses are consumed, it will be removed from the player's // inventory. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/consumeitem ConsumeItem( request: PlayFabClientModels.ConsumeItemRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Grants the player's current entitlements from Microsoft Store's Collection API // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/consumemicrosoftstoreentitlements ConsumeMicrosoftStoreEntitlements( request: PlayFabClientModels.ConsumeMicrosoftStoreEntitlementsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Checks for any new consumable entitlements. If any are found, they are consumed (if they're consumables) and added as // PlayFab items // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/consumeps5entitlements ConsumePS5Entitlements( request: PlayFabClientModels.ConsumePS5EntitlementsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Checks for any new consumable entitlements. If any are found, they are consumed and added as PlayFab items // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/consumepsnentitlements ConsumePSNEntitlements( request: PlayFabClientModels.ConsumePSNEntitlementsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Grants the player's current entitlements from Xbox Live, consuming all availble items in Xbox and granting them to the // player's PlayFab inventory. This call is idempotent and will not grant previously granted items to the player. // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/consumexboxentitlements ConsumeXboxEntitlements( request: PlayFabClientModels.ConsumeXboxEntitlementsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Requests the creation of a shared group object, containing key/value pairs which may be updated by all members of the // group. Upon creation, the current user will be the only member of the group. Shared Groups are designed for sharing data // between a very small number of players, please see our guide: // https://docs.microsoft.com/gaming/playfab/features/social/groups/using-shared-group-data // https://docs.microsoft.com/rest/api/playfab/client/shared-group-data/createsharedgroup CreateSharedGroup( request: PlayFabClientModels.CreateSharedGroupRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Deletes title-specific custom properties for a player // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/deleteplayercustomproperties DeletePlayerCustomProperties( request: PlayFabClientModels.DeletePlayerCustomPropertiesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Executes a CloudScript function, with the 'currentPlayerId' set to the PlayFab ID of the authenticated player. The // PlayFab ID is the entity ID of the player's master_player_account entity. // https://docs.microsoft.com/rest/api/playfab/client/server-side-cloud-script/executecloudscript ExecuteCloudScript( request: PlayFabClientModels.ExecuteCloudScriptRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the user's PlayFab account details // https://docs.microsoft.com/rest/api/playfab/client/account-management/getaccountinfo GetAccountInfo( request: PlayFabClientModels.GetAccountInfoRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Returns a list of ad placements and a reward for each // https://docs.microsoft.com/rest/api/playfab/client/advertising/getadplacements GetAdPlacements( request: PlayFabClientModels.GetAdPlacementsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Lists all of the characters that belong to a specific user. CharacterIds are not globally unique; characterId must be // evaluated with the parent PlayFabId to guarantee uniqueness. // https://docs.microsoft.com/rest/api/playfab/client/characters/getalluserscharacters GetAllUsersCharacters( request: PlayFabClientModels.ListUsersCharactersRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Retrieves the specified version of the title's catalog of virtual goods, including all defined properties // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/getcatalogitems GetCatalogItems( request: PlayFabClientModels.GetCatalogItemsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the title-specific custom data for the character which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/character-data/getcharacterdata GetCharacterData( request: PlayFabClientModels.GetCharacterDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Retrieves the specified character's current inventory of virtual goods // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/getcharacterinventory GetCharacterInventory( request: PlayFabClientModels.GetCharacterInventoryRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked characters for the given statistic, starting from the indicated point in the leaderboard // https://docs.microsoft.com/rest/api/playfab/client/characters/getcharacterleaderboard GetCharacterLeaderboard( request: PlayFabClientModels.GetCharacterLeaderboardRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the title-specific custom data for the character which can only be read by the client // https://docs.microsoft.com/rest/api/playfab/client/character-data/getcharacterreadonlydata GetCharacterReadOnlyData( request: PlayFabClientModels.GetCharacterDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the details of all title-specific statistics for the user // https://docs.microsoft.com/rest/api/playfab/client/characters/getcharacterstatistics GetCharacterStatistics( request: PlayFabClientModels.GetCharacterStatisticsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // This API retrieves a pre-signed URL for accessing a content file for the title. A subsequent HTTP GET to the returned // URL will attempt to download the content. A HEAD query to the returned URL will attempt to retrieve the metadata of the // content. Note that a successful result does not guarantee the existence of this content - if it has not been uploaded, // the query to retrieve the data will fail. See this post for more information: // https://community.playfab.com/hc/community/posts/205469488-How-to-upload-files-to-PlayFab-s-Content-Service. Also, // please be aware that the Content service is specifically PlayFab's CDN offering, for which standard CDN rates apply. // https://docs.microsoft.com/rest/api/playfab/client/content/getcontentdownloadurl GetContentDownloadUrl( request: PlayFabClientModels.GetContentDownloadUrlRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked friends of the current player for the given statistic, starting from the indicated point in // the leaderboard // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getfriendleaderboard GetFriendLeaderboard( request: PlayFabClientModels.GetFriendLeaderboardRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked friends of the current player for the given statistic, centered on the requested PlayFab // user. If PlayFabId is empty or null will return currently logged in user. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getfriendleaderboardaroundplayer GetFriendLeaderboardAroundPlayer( request: PlayFabClientModels.GetFriendLeaderboardAroundPlayerRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the current friend list for the local user, constrained to users who have PlayFab accounts. Friends from // linked accounts (Facebook, Steam) are also included. You may optionally exclude some linked services' friends. // https://docs.microsoft.com/rest/api/playfab/client/friend-list-management/getfriendslist GetFriendsList( request: PlayFabClientModels.GetFriendsListRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked users for the given statistic, starting from the indicated point in the leaderboard // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getleaderboard GetLeaderboard( request: PlayFabClientModels.GetLeaderboardRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked characters for the given statistic, centered on the requested Character ID // https://docs.microsoft.com/rest/api/playfab/client/characters/getleaderboardaroundcharacter GetLeaderboardAroundCharacter( request: PlayFabClientModels.GetLeaderboardAroundCharacterRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of ranked users for the given statistic, centered on the requested player. If PlayFabId is empty or // null will return currently logged in user. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getleaderboardaroundplayer GetLeaderboardAroundPlayer( request: PlayFabClientModels.GetLeaderboardAroundPlayerRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a list of all of the user's characters for the given statistic. // https://docs.microsoft.com/rest/api/playfab/client/characters/getleaderboardforusercharacters GetLeaderboardForUserCharacters( request: PlayFabClientModels.GetLeaderboardForUsersCharactersRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ For payments flows where the provider requires playfab (the fulfiller) to initiate the transaction, but the // client completes the rest of the flow. In the Xsolla case, the token returned here will be passed to Xsolla by the // client to create a cart. Poll GetPurchase using the returned OrderId once you've completed the payment. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/getpaymenttoken GetPaymentToken( request: PlayFabClientModels.GetPaymentTokenRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Gets a Photon custom authentication token that can be used to securely join the player into a Photon room. See // https://docs.microsoft.com/gaming/playfab/features/multiplayer/photon/quickstart for more details. // https://docs.microsoft.com/rest/api/playfab/client/authentication/getphotonauthenticationtoken GetPhotonAuthenticationToken( request: PlayFabClientModels.GetPhotonAuthenticationTokenRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves all of the user's different kinds of info. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayercombinedinfo GetPlayerCombinedInfo( request: PlayFabClientModels.GetPlayerCombinedInfoRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves a title-specific custom property value for a player. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getplayercustomproperty GetPlayerCustomProperty( request: PlayFabClientModels.GetPlayerCustomPropertyRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the player's profile // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayerprofile GetPlayerProfile( request: PlayFabClientModels.GetPlayerProfileRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // List all segments that a player currently belongs to at this moment in time. // https://docs.microsoft.com/rest/api/playfab/client/playstream/getplayersegments GetPlayerSegments( request: PlayFabClientModels.GetPlayerSegmentsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the indicated statistics (current version and values for all statistics, if none are specified), for the local // player. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getplayerstatistics GetPlayerStatistics( request: PlayFabClientModels.GetPlayerStatisticsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the information on the available versions of the specified statistic. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getplayerstatisticversions GetPlayerStatisticVersions( request: PlayFabClientModels.GetPlayerStatisticVersionsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Get all tags with a given Namespace (optional) from a player profile. // https://docs.microsoft.com/rest/api/playfab/client/playstream/getplayertags GetPlayerTags( request: PlayFabClientModels.GetPlayerTagsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Gets all trades the player has either opened or accepted, optionally filtered by trade status. // https://docs.microsoft.com/rest/api/playfab/client/trading/getplayertrades GetPlayerTrades( request: PlayFabClientModels.GetPlayerTradesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Battle.net account identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfrombattlenetaccountids GetPlayFabIDsFromBattleNetAccountIds( request: PlayFabClientModels.GetPlayFabIDsFromBattleNetAccountIdsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Facebook identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromfacebookids GetPlayFabIDsFromFacebookIDs( request: PlayFabClientModels.GetPlayFabIDsFromFacebookIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Facebook Instant Game identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromfacebookinstantgamesids GetPlayFabIDsFromFacebookInstantGamesIds( request: PlayFabClientModels.GetPlayFabIDsFromFacebookInstantGamesIdsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Game Center identifiers (referenced in the Game Center // Programming Guide as the Player Identifier). // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromgamecenterids GetPlayFabIDsFromGameCenterIDs( request: PlayFabClientModels.GetPlayFabIDsFromGameCenterIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of generic service identifiers. A generic identifier is the // service name plus the service-specific ID for the player, as specified by the title when the generic identifier was // added to the player account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromgenericids GetPlayFabIDsFromGenericIDs( request: PlayFabClientModels.GetPlayFabIDsFromGenericIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Google identifiers. The Google identifiers are the IDs for // the user accounts, available as "id" in the Google+ People API calls. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromgoogleids GetPlayFabIDsFromGoogleIDs( request: PlayFabClientModels.GetPlayFabIDsFromGoogleIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Google Play Games identifiers. The Google Play Games // identifiers are the IDs for the user accounts, available as "playerId" in the Google Play Games Services - Players API // calls. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromgoogleplaygamesplayerids GetPlayFabIDsFromGooglePlayGamesPlayerIDs( request: PlayFabClientModels.GetPlayFabIDsFromGooglePlayGamesPlayerIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Kongregate identifiers. The Kongregate identifiers are the // IDs for the user accounts, available as "user_id" from the Kongregate API methods(ex: // http://developers.kongregate.com/docs/client/getUserId). // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromkongregateids GetPlayFabIDsFromKongregateIDs( request: PlayFabClientModels.GetPlayFabIDsFromKongregateIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Nintendo Service Account identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromnintendoserviceaccountids GetPlayFabIDsFromNintendoServiceAccountIds( request: PlayFabClientModels.GetPlayFabIDsFromNintendoServiceAccountIdsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Nintendo Switch Device identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromnintendoswitchdeviceids GetPlayFabIDsFromNintendoSwitchDeviceIds( request: PlayFabClientModels.GetPlayFabIDsFromNintendoSwitchDeviceIdsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of OpenId subject identifiers. A OpenId identifier is the // service name plus the service-specific ID for the player, as specified by the title when the OpenId identifier was added // to the player account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromopenidsubjectidentifiers GetPlayFabIDsFromOpenIdSubjectIdentifiers( request: PlayFabClientModels.GetPlayFabIDsFromOpenIdsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of PlayStation :tm: Network identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfrompsnaccountids GetPlayFabIDsFromPSNAccountIDs( request: PlayFabClientModels.GetPlayFabIDsFromPSNAccountIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of PlayStation :tm: Network identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfrompsnonlineids GetPlayFabIDsFromPSNOnlineIDs( request: PlayFabClientModels.GetPlayFabIDsFromPSNOnlineIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Steam identifiers. The Steam identifiers are the profile // IDs for the user accounts, available as SteamId in the Steamworks Community API calls. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromsteamids GetPlayFabIDsFromSteamIDs( request: PlayFabClientModels.GetPlayFabIDsFromSteamIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Steam identifiers. The Steam identifiers are persona // names. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromsteamnames GetPlayFabIDsFromSteamNames( request: PlayFabClientModels.GetPlayFabIDsFromSteamNamesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of Twitch identifiers. The Twitch identifiers are the IDs for // the user accounts, available as "_id" from the Twitch API methods (ex: // https://github.com/justintv/Twitch-API/blob/master/v3_resources/users.md#get-usersuser). // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromtwitchids GetPlayFabIDsFromTwitchIDs( request: PlayFabClientModels.GetPlayFabIDsFromTwitchIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the unique PlayFab identifiers for the given set of XboxLive identifiers. // https://docs.microsoft.com/rest/api/playfab/client/account-management/getplayfabidsfromxboxliveids GetPlayFabIDsFromXboxLiveIDs( request: PlayFabClientModels.GetPlayFabIDsFromXboxLiveIDsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the key-value store of custom publisher settings // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/getpublisherdata GetPublisherData( request: PlayFabClientModels.GetPublisherDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Retrieves a purchase along with its current PlayFab status. Returns inventory items from the purchase that // are still active. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/getpurchase GetPurchase( request: PlayFabClientModels.GetPurchaseRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves data stored in a shared group object, as well as the list of members in the group. Non-members of the group // may use this to retrieve group data, including membership, but they will not receive data for keys marked as private. // Shared Groups are designed for sharing data between a very small number of players, please see our guide: // https://docs.microsoft.com/gaming/playfab/features/social/groups/using-shared-group-data // https://docs.microsoft.com/rest/api/playfab/client/shared-group-data/getsharedgroupdata GetSharedGroupData( request: PlayFabClientModels.GetSharedGroupDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Retrieves the set of items defined for the specified store, including all prices defined // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/getstoreitems GetStoreItems( request: PlayFabClientModels.GetStoreItemsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the current server time // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/gettime GetTime( request: PlayFabClientModels.GetTimeRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the key-value store of custom title settings // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/gettitledata GetTitleData( request: PlayFabClientModels.GetTitleDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the title news feed, as configured in the developer portal // https://docs.microsoft.com/rest/api/playfab/client/title-wide-data-management/gettitlenews GetTitleNews( request: PlayFabClientModels.GetTitleNewsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Returns the title's base 64 encoded RSA CSP blob. // https://docs.microsoft.com/rest/api/playfab/client/authentication/gettitlepublickey GetTitlePublicKey( request: PlayFabClientModels.GetTitlePublicKeyRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Gets the current status of an existing trade. // https://docs.microsoft.com/rest/api/playfab/client/trading/gettradestatus GetTradeStatus( request: PlayFabClientModels.GetTradeStatusRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the title-specific custom data for the user which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getuserdata GetUserData( request: PlayFabClientModels.GetUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Retrieves the user's current inventory of virtual goods // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/getuserinventory GetUserInventory( request: PlayFabClientModels.GetUserInventoryRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the publisher-specific custom data for the user which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getuserpublisherdata GetUserPublisherData( request: PlayFabClientModels.GetUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the publisher-specific custom data for the user which can only be read by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getuserpublisherreadonlydata GetUserPublisherReadOnlyData( request: PlayFabClientModels.GetUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves the title-specific custom data for the user which can only be read by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/getuserreadonlydata GetUserReadOnlyData( request: PlayFabClientModels.GetUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Grants the specified character type to the user. CharacterIds are not globally unique; characterId must be evaluated // with the parent PlayFabId to guarantee uniqueness. // https://docs.microsoft.com/rest/api/playfab/client/characters/grantcharactertouser GrantCharacterToUser( request: PlayFabClientModels.GrantCharacterToUserRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Android device identifier to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkandroiddeviceid LinkAndroidDeviceID( request: PlayFabClientModels.LinkAndroidDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Apple account associated with the token to the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkapple LinkApple( request: PlayFabClientModels.LinkAppleRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Battle.net account associated with the token to the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkbattlenetaccount LinkBattleNetAccount( request: PlayFabClientModels.LinkBattleNetAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the custom identifier, generated by the title, to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkcustomid LinkCustomID( request: PlayFabClientModels.LinkCustomIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Facebook account associated with the provided Facebook access token to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkfacebookaccount LinkFacebookAccount( request: PlayFabClientModels.LinkFacebookAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Facebook Instant Games Id to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkfacebookinstantgamesid LinkFacebookInstantGamesId( request: PlayFabClientModels.LinkFacebookInstantGamesIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Game Center account associated with the provided Game Center ID to the user's PlayFab account. Logging in with // a Game Center ID is insecure if you do not include the optional PublicKeyUrl, Salt, Signature, and Timestamp parameters // in this request. It is recommended you require these parameters on all Game Center calls by going to the Apple Add-ons // page in the PlayFab Game Manager and enabling the 'Require secure authentication only for this app' option. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkgamecenteraccount LinkGameCenterAccount( request: PlayFabClientModels.LinkGameCenterAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the currently signed-in user account to their Google account, using their Google account credentials // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkgoogleaccount LinkGoogleAccount( request: PlayFabClientModels.LinkGoogleAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the currently signed-in user account to their Google Play Games account, using their Google Play Games account // credentials // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkgoogleplaygamesservicesaccount LinkGooglePlayGamesServicesAccount( request: PlayFabClientModels.LinkGooglePlayGamesServicesAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the vendor-specific iOS device identifier to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkiosdeviceid LinkIOSDeviceID( request: PlayFabClientModels.LinkIOSDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Kongregate identifier to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkkongregate LinkKongregate( request: PlayFabClientModels.LinkKongregateAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Nintendo account associated with the token to the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linknintendoserviceaccount LinkNintendoServiceAccount( request: PlayFabClientModels.LinkNintendoServiceAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the NintendoSwitchDeviceId to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linknintendoswitchdeviceid LinkNintendoSwitchDeviceId( request: PlayFabClientModels.LinkNintendoSwitchDeviceIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links an OpenID Connect account to a user's PlayFab account, based on an existing relationship between a title and an // Open ID Connect provider and the OpenId Connect JWT from that provider. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkopenidconnect LinkOpenIdConnect( request: PlayFabClientModels.LinkOpenIdConnectRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the PlayStation :tm: Network account associated with the provided access code to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkpsnaccount LinkPSNAccount( request: PlayFabClientModels.LinkPSNAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Steam account associated with the provided Steam authentication ticket to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linksteamaccount LinkSteamAccount( request: PlayFabClientModels.LinkSteamAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Twitch account associated with the token to the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/linktwitch LinkTwitch( request: PlayFabClientModels.LinkTwitchAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Links the Xbox Live account associated with the provided access code to the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/linkxboxaccount LinkXboxAccount( request: PlayFabClientModels.LinkXboxAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Retrieves title-specific custom property values for a player. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/listplayercustomproperties ListPlayerCustomProperties( request: PlayFabClientModels.ListPlayerCustomPropertiesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using the Android device identifier, returning a session identifier that can subsequently be used for // API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithandroiddeviceid LoginWithAndroidDeviceID( request: PlayFabClientModels.LoginWithAndroidDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs in the user with a Sign in with Apple identity token. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithapple LoginWithApple( request: PlayFabClientModels.LoginWithAppleRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Sign in the user with a Battle.net identity token // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithbattlenet LoginWithBattleNet( request: PlayFabClientModels.LoginWithBattleNetRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a custom unique identifier generated by the title, returning a session identifier that can // subsequently be used for API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithcustomid LoginWithCustomID( request: PlayFabClientModels.LoginWithCustomIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user into the PlayFab account, returning a session identifier that can subsequently be used for API calls // which require an authenticated user. Unlike most other login API calls, LoginWithEmailAddress does not permit the // creation of new accounts via the CreateAccountFlag. Email addresses may be used to create accounts via // RegisterPlayFabUser. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithemailaddress LoginWithEmailAddress( request: PlayFabClientModels.LoginWithEmailAddressRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Facebook access token, returning a session identifier that can subsequently be used for API // calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithfacebook LoginWithFacebook( request: PlayFabClientModels.LoginWithFacebookRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Facebook Instant Games ID, returning a session identifier that can subsequently be used for // API calls which require an authenticated user. Requires Facebook Instant Games to be configured. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithfacebookinstantgamesid LoginWithFacebookInstantGamesId( request: PlayFabClientModels.LoginWithFacebookInstantGamesIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using an iOS Game Center player identifier, returning a session identifier that can subsequently be // used for API calls which require an authenticated user. Logging in with a Game Center ID is insecure if you do not // include the optional PublicKeyUrl, Salt, Signature, and Timestamp parameters in this request. It is recommended you // require these parameters on all Game Center calls by going to the Apple Add-ons page in the PlayFab Game Manager and // enabling the 'Require secure authentication only for this app' option. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithgamecenter LoginWithGameCenter( request: PlayFabClientModels.LoginWithGameCenterRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using their Google account credentials // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithgoogleaccount LoginWithGoogleAccount( request: PlayFabClientModels.LoginWithGoogleAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using their Google Play Games account credentials // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithgoogleplaygamesservices LoginWithGooglePlayGamesServices( request: PlayFabClientModels.LoginWithGooglePlayGamesServicesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using the vendor-specific iOS device identifier, returning a session identifier that can subsequently // be used for API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithiosdeviceid LoginWithIOSDeviceID( request: PlayFabClientModels.LoginWithIOSDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Kongregate player account. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithkongregate LoginWithKongregate( request: PlayFabClientModels.LoginWithKongregateRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs in the user with a Nintendo service account token. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithnintendoserviceaccount LoginWithNintendoServiceAccount( request: PlayFabClientModels.LoginWithNintendoServiceAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Nintendo Switch Device ID, returning a session identifier that can subsequently be used for // API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithnintendoswitchdeviceid LoginWithNintendoSwitchDeviceId( request: PlayFabClientModels.LoginWithNintendoSwitchDeviceIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Logs in a user with an Open ID Connect JWT created by an existing relationship between a title and an Open ID Connect // provider. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithopenidconnect LoginWithOpenIdConnect( request: PlayFabClientModels.LoginWithOpenIdConnectRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user into the PlayFab account, returning a session identifier that can subsequently be used for API calls // which require an authenticated user. Unlike most other login API calls, LoginWithPlayFab does not permit the creation of // new accounts via the CreateAccountFlag. Username/Password credentials may be used to create accounts via // RegisterPlayFabUser, or added to existing accounts using AddUsernamePassword. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithplayfab LoginWithPlayFab( request: PlayFabClientModels.LoginWithPlayFabRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a PlayStation :tm: Network authentication code, returning a session identifier that can // subsequently be used for API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithpsn LoginWithPSN( request: PlayFabClientModels.LoginWithPSNRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Steam authentication ticket, returning a session identifier that can subsequently be used for // API calls which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithsteam LoginWithSteam( request: PlayFabClientModels.LoginWithSteamRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Twitch access token. // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithtwitch LoginWithTwitch( request: PlayFabClientModels.LoginWithTwitchRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Signs the user in using a Xbox Live Token, returning a session identifier that can subsequently be used for API calls // which require an authenticated user // https://docs.microsoft.com/rest/api/playfab/client/authentication/loginwithxbox LoginWithXbox( request: PlayFabClientModels.LoginWithXboxRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Opens a new outstanding trade. Note that a given item instance may only be in one open trade at a time. // https://docs.microsoft.com/rest/api/playfab/client/trading/opentrade OpenTrade( request: PlayFabClientModels.OpenTradeRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Selects a payment option for purchase order created via StartPurchase // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/payforpurchase PayForPurchase( request: PlayFabClientModels.PayForPurchaseRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Buys a single item with virtual currency. You must specify both the virtual currency to use to purchase, as // well as what the client believes the price to be. This lets the server fail the purchase if the price has changed. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/purchaseitem PurchaseItem( request: PlayFabClientModels.PurchaseItemRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Adds the virtual goods associated with the coupon to the user's inventory. Coupons can be generated via the // Economy->Catalogs tab in the PlayFab Game Manager. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/redeemcoupon RedeemCoupon( request: PlayFabClientModels.RedeemCouponRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Uses the supplied OAuth code to refresh the internally cached player PlayStation :tm: Network auth token // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/refreshpsnauthtoken RefreshPSNAuthToken( request: PlayFabClientModels.RefreshPSNAuthTokenRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Registers the iOS device to receive push notifications // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/registerforiospushnotification RegisterForIOSPushNotification( request: PlayFabClientModels.RegisterForIOSPushNotificationRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Registers a new Playfab user account, returning a session identifier that can subsequently be used for API calls which // require an authenticated user. You must supply a username and an email address. // https://docs.microsoft.com/rest/api/playfab/client/authentication/registerplayfabuser RegisterPlayFabUser( request: PlayFabClientModels.RegisterPlayFabUserRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Removes a contact email from the player's profile. // https://docs.microsoft.com/rest/api/playfab/client/account-management/removecontactemail RemoveContactEmail( request: PlayFabClientModels.RemoveContactEmailRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Removes a specified user from the friend list of the local user // https://docs.microsoft.com/rest/api/playfab/client/friend-list-management/removefriend RemoveFriend( request: PlayFabClientModels.RemoveFriendRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Removes the specified generic service identifier from the player's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/removegenericid RemoveGenericID( request: PlayFabClientModels.RemoveGenericIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Removes users from the set of those able to update the shared data and the set of users in the group. Only users in the // group can remove members. If as a result of the call, zero users remain with access, the group and its associated data // will be deleted. Shared Groups are designed for sharing data between a very small number of players, please see our // guide: https://docs.microsoft.com/gaming/playfab/features/social/groups/using-shared-group-data // https://docs.microsoft.com/rest/api/playfab/client/shared-group-data/removesharedgroupmembers RemoveSharedGroupMembers( request: PlayFabClientModels.RemoveSharedGroupMembersRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Report player's ad activity // https://docs.microsoft.com/rest/api/playfab/client/advertising/reportadactivity ReportAdActivity( request: PlayFabClientModels.ReportAdActivityRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Write a PlayStream event to describe the provided player device information. This API method is not designed to be // called directly by developers. Each PlayFab client SDK will eventually report this information automatically. // https://docs.microsoft.com/rest/api/playfab/client/analytics/reportdeviceinfo ReportDeviceInfo( request: PlayFabClientModels.DeviceInfoRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Submit a report for another player (due to bad bahavior, etc.), so that customer service representatives for the title // can take action concerning potentially toxic players. // https://docs.microsoft.com/rest/api/playfab/client/account-management/reportplayer ReportPlayer( request: PlayFabClientModels.ReportPlayerClientRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Restores all in-app purchases based on the given restore receipt // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/restoreiospurchases RestoreIOSPurchases( request: PlayFabClientModels.RestoreIOSPurchasesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Reward player's ad activity // https://docs.microsoft.com/rest/api/playfab/client/advertising/rewardadactivity RewardAdActivity( request: PlayFabClientModels.RewardAdActivityRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Forces an email to be sent to the registered email address for the user's account, with a link allowing the user to // change the password.If an account recovery email template ID is provided, an email using the custom email template will // be used. // https://docs.microsoft.com/rest/api/playfab/client/account-management/sendaccountrecoveryemail SendAccountRecoveryEmail( request: PlayFabClientModels.SendAccountRecoveryEmailRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Updates the tag list for a specified user in the friend list of the local user // https://docs.microsoft.com/rest/api/playfab/client/friend-list-management/setfriendtags SetFriendTags( request: PlayFabClientModels.SetFriendTagsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Sets the player's secret if it is not already set. Player secrets are used to sign API requests. To reset a player's // secret use the Admin or Server API method SetPlayerSecret. // https://docs.microsoft.com/rest/api/playfab/client/authentication/setplayersecret SetPlayerSecret( request: PlayFabClientModels.SetPlayerSecretRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Creates an order for a list of items from the title catalog // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/startpurchase StartPurchase( request: PlayFabClientModels.StartPurchaseRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Decrements the user's balance of the specified virtual currency by the stated amount. It is possible to make // a VC balance negative with this API. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/subtractuservirtualcurrency SubtractUserVirtualCurrency( request: PlayFabClientModels.SubtractUserVirtualCurrencyRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Android device identifier from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkandroiddeviceid UnlinkAndroidDeviceID( request: PlayFabClientModels.UnlinkAndroidDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Apple account from the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkapple UnlinkApple( request: PlayFabClientModels.UnlinkAppleRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Battle.net account from the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkbattlenetaccount UnlinkBattleNetAccount( request: PlayFabClientModels.UnlinkBattleNetAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related custom identifier from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkcustomid UnlinkCustomID( request: PlayFabClientModels.UnlinkCustomIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Facebook account from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkfacebookaccount UnlinkFacebookAccount( request: PlayFabClientModels.UnlinkFacebookAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Facebook Instant Game Ids from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkfacebookinstantgamesid UnlinkFacebookInstantGamesId( request: PlayFabClientModels.UnlinkFacebookInstantGamesIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Game Center account from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkgamecenteraccount UnlinkGameCenterAccount( request: PlayFabClientModels.UnlinkGameCenterAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Google account from the user's PlayFab account // (https://developers.google.com/android/reference/com/google/android/gms/auth/GoogleAuthUtil#public-methods). // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkgoogleaccount UnlinkGoogleAccount( request: PlayFabClientModels.UnlinkGoogleAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Google Play Games account from the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkgoogleplaygamesservicesaccount UnlinkGooglePlayGamesServicesAccount( request: PlayFabClientModels.UnlinkGooglePlayGamesServicesAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related iOS device identifier from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkiosdeviceid UnlinkIOSDeviceID( request: PlayFabClientModels.UnlinkIOSDeviceIDRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Kongregate identifier from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkkongregate UnlinkKongregate( request: PlayFabClientModels.UnlinkKongregateAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Nintendo account from the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinknintendoserviceaccount UnlinkNintendoServiceAccount( request: PlayFabClientModels.UnlinkNintendoServiceAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related NintendoSwitchDeviceId from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinknintendoswitchdeviceid UnlinkNintendoSwitchDeviceId( request: PlayFabClientModels.UnlinkNintendoSwitchDeviceIdRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks an OpenID Connect account from a user's PlayFab account, based on the connection ID of an existing relationship // between a title and an Open ID Connect provider. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkopenidconnect UnlinkOpenIdConnect( request: PlayFabClientModels.UnlinkOpenIdConnectRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related PlayStation :tm: Network account from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkpsnaccount UnlinkPSNAccount( request: PlayFabClientModels.UnlinkPSNAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Steam account from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinksteamaccount UnlinkSteamAccount( request: PlayFabClientModels.UnlinkSteamAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Twitch account from the user's PlayFab account. // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinktwitch UnlinkTwitch( request: PlayFabClientModels.UnlinkTwitchAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Unlinks the related Xbox Live account from the user's PlayFab account // https://docs.microsoft.com/rest/api/playfab/client/account-management/unlinkxboxaccount UnlinkXboxAccount( request: PlayFabClientModels.UnlinkXboxAccountRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Opens the specified container, with the specified key (when required), and returns the contents of the // opened container. If the container (and key when relevant) are consumable (RemainingUses > 0), their RemainingUses will // be decremented, consistent with the operation of ConsumeItem. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/unlockcontainerinstance UnlockContainerInstance( request: PlayFabClientModels.UnlockContainerInstanceRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Searches target inventory for an ItemInstance matching the given CatalogItemId, if necessary unlocks it // using an appropriate key, and returns the contents of the opened container. If the container (and key when relevant) are // consumable (RemainingUses > 0), their RemainingUses will be decremented, consistent with the operation of ConsumeItem. // https://docs.microsoft.com/rest/api/playfab/client/player-item-management/unlockcontaineritem UnlockContainerItem( request: PlayFabClientModels.UnlockContainerItemRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Update the avatar URL of the player // https://docs.microsoft.com/rest/api/playfab/client/account-management/updateavatarurl UpdateAvatarUrl( request: PlayFabClientModels.UpdateAvatarUrlRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Creates and updates the title-specific custom data for the user's character which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/character-data/updatecharacterdata UpdateCharacterData( request: PlayFabClientModels.UpdateCharacterDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Updates the values of the specified title-specific statistics for the specific character. By default, clients are not // permitted to update statistics. Developers may override this setting in the Game Manager > Settings > API Features. // https://docs.microsoft.com/rest/api/playfab/client/characters/updatecharacterstatistics UpdateCharacterStatistics( request: PlayFabClientModels.UpdateCharacterStatisticsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Updates the title-specific custom property values for a player // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/updateplayercustomproperties UpdatePlayerCustomProperties( request: PlayFabClientModels.UpdatePlayerCustomPropertiesRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Updates the values of the specified title-specific statistics for the user. By default, clients are not permitted to // update statistics. Developers may override this setting in the Game Manager > Settings > API Features. // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/updateplayerstatistics UpdatePlayerStatistics( request: PlayFabClientModels.UpdatePlayerStatisticsRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Adds, updates, and removes data keys for a shared group object. If the permission is set to Public, all fields updated // or added in this call will be readable by users not in the group. By default, data permissions are set to Private. // Regardless of the permission setting, only members of the group can update the data. Shared Groups are designed for // sharing data between a very small number of players, please see our guide: // https://docs.microsoft.com/gaming/playfab/features/social/groups/using-shared-group-data // https://docs.microsoft.com/rest/api/playfab/client/shared-group-data/updatesharedgroupdata UpdateSharedGroupData( request: PlayFabClientModels.UpdateSharedGroupDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Creates and updates the title-specific custom data for the user which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/updateuserdata UpdateUserData( request: PlayFabClientModels.UpdateUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Creates and updates the publisher-specific custom data for the user which is readable and writable by the client // https://docs.microsoft.com/rest/api/playfab/client/player-data-management/updateuserpublisherdata UpdateUserPublisherData( request: PlayFabClientModels.UpdateUserDataRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Updates the title specific display name for the user // https://docs.microsoft.com/rest/api/playfab/client/account-management/updateusertitledisplayname UpdateUserTitleDisplayName( request: PlayFabClientModels.UpdateUserTitleDisplayNameRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Validates with Amazon that the receipt for an Amazon App Store in-app purchase is valid and that it matches // the purchased catalog item // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/validateamazoniapreceipt ValidateAmazonIAPReceipt( request: PlayFabClientModels.ValidateAmazonReceiptRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Validates a Google Play purchase and gives the corresponding item to the player. // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/validategoogleplaypurchase ValidateGooglePlayPurchase( request: PlayFabClientModels.ValidateGooglePlayPurchaseRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Validates with the Apple store that the receipt for an iOS in-app purchase is valid and that it matches the // purchased catalog item // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/validateiosreceipt ValidateIOSReceipt( request: PlayFabClientModels.ValidateIOSReceiptRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // _NOTE: This is a Legacy Economy API, and is in bugfix-only mode. All new Economy features are being developed only for // version 2._ Validates with Windows that the receipt for an Windows App Store in-app purchase is valid and that it // matches the purchased catalog item // https://docs.microsoft.com/rest/api/playfab/client/platform-specific-methods/validatewindowsstorereceipt ValidateWindowsStoreReceipt( request: PlayFabClientModels.ValidateWindowsReceiptRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Writes a character-based event into PlayStream. // https://docs.microsoft.com/rest/api/playfab/client/analytics/writecharacterevent WriteCharacterEvent( request: PlayFabClientModels.WriteClientCharacterEventRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Writes a player-based event into PlayStream. // https://docs.microsoft.com/rest/api/playfab/client/analytics/writeplayerevent WritePlayerEvent( request: PlayFabClientModels.WriteClientPlayerEventRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Writes a title-based event into PlayStream. // https://docs.microsoft.com/rest/api/playfab/client/analytics/writetitleevent WriteTitleEvent( request: PlayFabClientModels.WriteTitleEventRequest | null, callback: PlayFabModule.ApiCallback | null, ): void; // Deletes the internally stored SessionTicket. ForgetAllCredentials() : void; } } declare module PlayFabClientModels { export interface AcceptTradeRequest extends PlayFabModule.IPlayFabRequestCommon { // Items from the accepting player's inventory in exchange for the offered items in the trade. In the case of a gift, this // will be null. AcceptedInventoryInstanceIds?: string[]; // Player who opened the trade. OfferingPlayerId: string; // Trade identifier. TradeId: string; } export interface AcceptTradeResponse extends PlayFabModule.IPlayFabResultCommon { // Details about trade which was just accepted. Trade?: TradeInfo; } type AdActivity = "Opened" | "Closed" | "Start" | "End"; export interface AdCampaignAttributionModel { // UTC time stamp of attribution AttributedAt: string; // Attribution campaign identifier CampaignId?: string; // Attribution network name Platform?: string; } export interface AddFriendRequest extends PlayFabModule.IPlayFabRequestCommon { // Email address of the user to attempt to add to the local user's friend list. FriendEmail?: string; // PlayFab identifier of the user to attempt to add to the local user's friend list. FriendPlayFabId?: string; // Title-specific display name of the user to attempt to add to the local user's friend list. FriendTitleDisplayName?: string; // PlayFab username of the user to attempt to add to the local user's friend list. FriendUsername?: string; } export interface AddFriendResult extends PlayFabModule.IPlayFabResultCommon { // True if the friend request was processed successfully. Created: boolean; } export interface AddGenericIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Generic service identifier to add to the player account. GenericId: GenericServiceId; } export interface AddGenericIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface AddOrUpdateContactEmailRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The new contact email to associate with the player. EmailAddress: string; } export interface AddOrUpdateContactEmailResult extends PlayFabModule.IPlayFabResultCommon {} export interface AddSharedGroupMembersRequest extends PlayFabModule.IPlayFabRequestCommon { // An array of unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabIds: string[]; // Unique identifier for the shared group. SharedGroupId: string; } export interface AddSharedGroupMembersResult extends PlayFabModule.IPlayFabResultCommon {} export interface AddUsernamePasswordRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // User email address attached to their account Email: string; // Password for the PlayFab account (6-100 characters) Password: string; // PlayFab username for the account (3-20 characters) Username: string; } export interface AddUsernamePasswordResult extends PlayFabModule.IPlayFabResultCommon { // PlayFab unique user name. Username?: string; } export interface AddUserVirtualCurrencyRequest extends PlayFabModule.IPlayFabRequestCommon { // Amount to be added to the user balance of the specified virtual currency. Amount: number; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Name of the virtual currency which is to be incremented. VirtualCurrency: string; } export interface AdPlacementDetails { // Placement unique ID PlacementId?: string; // Placement name PlacementName?: string; // If placement has viewing limits indicates how many views are left PlacementViewsRemaining?: number; // If placement has viewing limits indicates when they will next reset PlacementViewsResetMinutes?: number; // Optional URL to a reward asset RewardAssetUrl?: string; // Reward description RewardDescription?: string; // Reward unique ID RewardId?: string; // Reward name RewardName?: string; } export interface AdRewardItemGranted { // Catalog ID CatalogId?: string; // Catalog item display name DisplayName?: string; // Inventory instance ID InstanceId?: string; // Item ID ItemId?: string; } export interface AdRewardResults { // Array of the items granted to the player GrantedItems?: AdRewardItemGranted[]; // Dictionary of virtual currencies that were granted to the player GrantedVirtualCurrencies?: { [key: string]: number }; // Dictionary of statistics that were modified for the player IncrementedStatistics?: { [key: string]: number }; } export interface AndroidDevicePushNotificationRegistrationRequest extends PlayFabModule.IPlayFabRequestCommon { // Message to display when confirming push notification. ConfirmationMessage?: string; // Registration ID provided by the Google Cloud Messaging service when the title registered to receive push notifications // (see the GCM documentation, here: http://developer.android.com/google/gcm/client.html). DeviceToken: string; // If true, send a test push message immediately after sucessful registration. Defaults to false. SendPushNotificationConfirmation?: boolean; } export interface AndroidDevicePushNotificationRegistrationResult extends PlayFabModule.IPlayFabResultCommon {} export interface AttributeInstallRequest extends PlayFabModule.IPlayFabRequestCommon { // The adid for this device. Adid?: string; // The IdentifierForAdvertisers for iOS Devices. Idfa?: string; } export interface AttributeInstallResult extends PlayFabModule.IPlayFabResultCommon {} export interface BattleNetAccountPlayFabIdPair { // Unique Battle.net account identifier for a user. BattleNetAccountId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Battle.net account identifier. PlayFabId?: string; } export interface CancelTradeRequest extends PlayFabModule.IPlayFabRequestCommon { // Trade identifier. TradeId: string; } export interface CancelTradeResponse extends PlayFabModule.IPlayFabResultCommon { // Details about trade which was just canceled. Trade?: TradeInfo; } export interface CartItem { // Description of the catalog item. Description?: string; // Display name for the catalog item. DisplayName?: string; // Class name to which catalog item belongs. ItemClass?: string; // Unique identifier for the catalog item. ItemId?: string; // Unique instance identifier for this catalog item. ItemInstanceId?: string; // Cost of the catalog item for each applicable real world currency. RealCurrencyPrices?: { [key: string]: number }; // Amount of each applicable virtual currency which will be received as a result of purchasing this catalog item. VCAmount?: { [key: string]: number }; // Cost of the catalog item for each applicable virtual currency. VirtualCurrencyPrices?: { [key: string]: number }; } export interface CatalogItem { // defines the bundle properties for the item - bundles are items which contain other items, including random drop tables // and virtual currencies Bundle?: CatalogItemBundleInfo; // if true, then an item instance of this type can be used to grant a character to a user. CanBecomeCharacter: boolean; // catalog version for this item CatalogVersion?: string; // defines the consumable properties (number of uses, timeout) for the item Consumable?: CatalogItemConsumableInfo; // defines the container properties for the item - what items it contains, including random drop tables and virtual // currencies, and what item (if any) is required to open it via the UnlockContainerItem API Container?: CatalogItemContainerInfo; // game specific custom data CustomData?: string; // text description of item, to show in-game Description?: string; // text name for the item, to show in-game DisplayName?: string; // If the item has IsLImitedEdition set to true, and this is the first time this ItemId has been defined as a limited // edition item, this value determines the total number of instances to allocate for the title. Once this limit has been // reached, no more instances of this ItemId can be created, and attempts to purchase or grant it will return a Result of // false for that ItemId. If the item has already been defined to have a limited edition count, or if this value is less // than zero, it will be ignored. InitialLimitedEditionCount: number; // BETA: If true, then only a fixed number can ever be granted. IsLimitedEdition: boolean; // if true, then only one item instance of this type will exist and its remaininguses will be incremented instead. // RemainingUses will cap out at Int32.Max (2,147,483,647). All subsequent increases will be discarded IsStackable: boolean; // if true, then an item instance of this type can be traded between players using the trading APIs IsTradable: boolean; // class to which the item belongs ItemClass?: string; // unique identifier for this item ItemId: string; // URL to the item image. For Facebook purchase to display the image on the item purchase page, this must be set to an HTTP // URL. ItemImageUrl?: string; // override prices for this item for specific currencies RealCurrencyPrices?: { [key: string]: number }; // list of item tags Tags?: string[]; // price of this item in virtual currencies and "RM" (the base Real Money purchase price, in USD pennies) VirtualCurrencyPrices?: { [key: string]: number }; } export interface CatalogItemBundleInfo { // unique ItemId values for all items which will be added to the player inventory when the bundle is added BundledItems?: string[]; // unique TableId values for all RandomResultTable objects which are part of the bundle (random tables will be resolved and // add the relevant items to the player inventory when the bundle is added) BundledResultTables?: string[]; // virtual currency types and balances which will be added to the player inventory when the bundle is added BundledVirtualCurrencies?: { [key: string]: number }; } export interface CatalogItemConsumableInfo { // number of times this object can be used, after which it will be removed from the player inventory UsageCount?: number; // duration in seconds for how long the item will remain in the player inventory - once elapsed, the item will be removed // (recommended minimum value is 5 seconds, as lower values can cause the item to expire before operations depending on // this item's details have completed) UsagePeriod?: number; // all inventory item instances in the player inventory sharing a non-null UsagePeriodGroup have their UsagePeriod values // added together, and share the result - when that period has elapsed, all the items in the group will be removed UsagePeriodGroup?: string; } export interface CatalogItemContainerInfo { // unique ItemId values for all items which will be added to the player inventory, once the container has been unlocked ItemContents?: string[]; // ItemId for the catalog item used to unlock the container, if any (if not specified, a call to UnlockContainerItem will // open the container, adding the contents to the player inventory and currency balances) KeyItemId?: string; // unique TableId values for all RandomResultTable objects which are part of the container (once unlocked, random tables // will be resolved and add the relevant items to the player inventory) ResultTableContents?: string[]; // virtual currency types and balances which will be added to the player inventory when the container is unlocked VirtualCurrencyContents?: { [key: string]: number }; } export interface CharacterInventory { // The id of this character. CharacterId?: string; // The inventory of this character. Inventory?: ItemInstance[]; } export interface CharacterLeaderboardEntry { // PlayFab unique identifier of the character that belongs to the user for this leaderboard entry. CharacterId?: string; // Title-specific display name of the character for this leaderboard entry. CharacterName?: string; // Name of the character class for this entry. CharacterType?: string; // Title-specific display name of the user for this leaderboard entry. DisplayName?: string; // PlayFab unique identifier of the user for this leaderboard entry. PlayFabId?: string; // User's overall position in the leaderboard. Position: number; // Specific value of the user's statistic. StatValue: number; } export interface CharacterResult { // The id for this character on this player. CharacterId?: string; // The name of this character. CharacterName?: string; // The type-string that was given to this character on creation. CharacterType?: string; } type CloudScriptRevisionOption = "Live" | "Latest" | "Specific"; export interface ConfirmPurchaseRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Purchase order identifier returned from StartPurchase. OrderId: string; } export interface ConfirmPurchaseResult extends PlayFabModule.IPlayFabResultCommon { // Array of items purchased. Items?: ItemInstance[]; // Purchase order identifier. OrderId?: string; // Date and time of the purchase. PurchaseDate: string; } export interface ConsumeItemRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId?: string; // Number of uses to consume from the item. ConsumeCount: number; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Unique instance identifier of the item to be consumed. ItemInstanceId: string; } export interface ConsumeItemResult extends PlayFabModule.IPlayFabResultCommon { // Unique instance identifier of the item with uses consumed. ItemInstanceId?: string; // Number of uses remaining on the item. RemainingUses: number; } export interface ConsumeMicrosoftStoreEntitlementsRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version to use CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Marketplace specific payload containing details to fetch in app purchase transactions MarketplaceSpecificData: MicrosoftStorePayload; } export interface ConsumeMicrosoftStoreEntitlementsResponse extends PlayFabModule.IPlayFabResultCommon { // Details for the items purchased. Items?: ItemInstance[]; } export interface ConsumePS5EntitlementsRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version to use CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Marketplace specific payload containing details to fetch in app purchase transactions MarketplaceSpecificData: PlayStation5Payload; } export interface ConsumePS5EntitlementsResult extends PlayFabModule.IPlayFabResultCommon { // Details for the items purchased. Items?: ItemInstance[]; } export interface ConsumePSNEntitlementsRequest extends PlayFabModule.IPlayFabRequestCommon { // Which catalog to match granted entitlements against. If null, defaults to title default catalog CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Id of the PlayStation :tm: Network service label to consume entitlements from ServiceLabel: number; } export interface ConsumePSNEntitlementsResult extends PlayFabModule.IPlayFabResultCommon { // Array of items granted to the player as a result of consuming entitlements. ItemsGranted?: ItemInstance[]; } export interface ConsumeXboxEntitlementsRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version to use CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Token provided by the Xbox Live SDK/XDK method GetTokenAndSignatureAsync("POST", "https://playfabapi.com/", ""). XboxToken: string; } export interface ConsumeXboxEntitlementsResult extends PlayFabModule.IPlayFabResultCommon { // Details for the items purchased. Items?: ItemInstance[]; } export interface ContactEmailInfoModel { // The email address EmailAddress?: string; // The name of the email info data Name?: string; // The verification status of the email VerificationStatus?: string; } type ContinentCode = "AF" | "AN" | "AS" | "EU" | "NA" | "OC" | "SA" | "Unknown"; type CountryCode = "AF" | "AX" | "AL" | "DZ" | "AS" | "AD" | "AO" | "AI" | "AQ" | "AG" | "AR" | "AM" | "AW" | "AU" | "AT" | "AZ" | "BS" | "BH" | "BD" | "BB" | "BY" | "BE" | "BZ" | "BJ" | "BM" | "BT" | "BO" | "BQ" | "BA" | "BW" | "BV" | "BR" | "IO" | "BN" | "BG" | "BF" | "BI" | "KH" | "CM" | "CA" | "CV" | "KY" | "CF" | "TD" | "CL" | "CN" | "CX" | "CC" | "CO" | "KM" | "CG" | "CD" | "CK" | "CR" | "CI" | "HR" | "CU" | "CW" | "CY" | "CZ" | "DK" | "DJ" | "DM" | "DO" | "EC" | "EG" | "SV" | "GQ" | "ER" | "EE" | "ET" | "FK" | "FO" | "FJ" | "FI" | "FR" | "GF" | "PF" | "TF" | "GA" | "GM" | "GE" | "DE" | "GH" | "GI" | "GR" | "GL" | "GD" | "GP" | "GU" | "GT" | "GG" | "GN" | "GW" | "GY" | "HT" | "HM" | "VA" | "HN" | "HK" | "HU" | "IS" | "IN" | "ID" | "IR" | "IQ" | "IE" | "IM" | "IL" | "IT" | "JM" | "JP" | "JE" | "JO" | "KZ" | "KE" | "KI" | "KP" | "KR" | "KW" | "KG" | "LA" | "LV" | "LB" | "LS" | "LR" | "LY" | "LI" | "LT" | "LU" | "MO" | "MK" | "MG" | "MW" | "MY" | "MV" | "ML" | "MT" | "MH" | "MQ" | "MR" | "MU" | "YT" | "MX" | "FM" | "MD" | "MC" | "MN" | "ME" | "MS" | "MA" | "MZ" | "MM" | "NA" | "NR" | "NP" | "NL" | "NC" | "NZ" | "NI" | "NE" | "NG" | "NU" | "NF" | "MP" | "NO" | "OM" | "PK" | "PW" | "PS" | "PA" | "PG" | "PY" | "PE" | "PH" | "PN" | "PL" | "PT" | "PR" | "QA" | "RE" | "RO" | "RU" | "RW" | "BL" | "SH" | "KN" | "LC" | "MF" | "PM" | "VC" | "WS" | "SM" | "ST" | "SA" | "SN" | "RS" | "SC" | "SL" | "SG" | "SX" | "SK" | "SI" | "SB" | "SO" | "ZA" | "GS" | "SS" | "ES" | "LK" | "SD" | "SR" | "SJ" | "SZ" | "SE" | "CH" | "SY" | "TW" | "TJ" | "TZ" | "TH" | "TL" | "TG" | "TK" | "TO" | "TT" | "TN" | "TR" | "TM" | "TC" | "TV" | "UG" | "UA" | "AE" | "GB" | "US" | "UM" | "UY" | "UZ" | "VU" | "VE" | "VN" | "VG" | "VI" | "WF" | "EH" | "YE" | "ZM" | "ZW" | "Unknown"; export interface CreateSharedGroupRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique identifier for the shared group (a random identifier will be assigned, if one is not specified). SharedGroupId?: string; } export interface CreateSharedGroupResult extends PlayFabModule.IPlayFabResultCommon { // Unique identifier for the shared group. SharedGroupId?: string; } type Currency = "AED" | "AFN" | "ALL" | "AMD" | "ANG" | "AOA" | "ARS" | "AUD" | "AWG" | "AZN" | "BAM" | "BBD" | "BDT" | "BGN" | "BHD" | "BIF" | "BMD" | "BND" | "BOB" | "BRL" | "BSD" | "BTN" | "BWP" | "BYR" | "BZD" | "CAD" | "CDF" | "CHF" | "CLP" | "CNY" | "COP" | "CRC" | "CUC" | "CUP" | "CVE" | "CZK" | "DJF" | "DKK" | "DOP" | "DZD" | "EGP" | "ERN" | "ETB" | "EUR" | "FJD" | "FKP" | "GBP" | "GEL" | "GGP" | "GHS" | "GIP" | "GMD" | "GNF" | "GTQ" | "GYD" | "HKD" | "HNL" | "HRK" | "HTG" | "HUF" | "IDR" | "ILS" | "IMP" | "INR" | "IQD" | "IRR" | "ISK" | "JEP" | "JMD" | "JOD" | "JPY" | "KES" | "KGS" | "KHR" | "KMF" | "KPW" | "KRW" | "KWD" | "KYD" | "KZT" | "LAK" | "LBP" | "LKR" | "LRD" | "LSL" | "LYD" | "MAD" | "MDL" | "MGA" | "MKD" | "MMK" | "MNT" | "MOP" | "MRO" | "MUR" | "MVR" | "MWK" | "MXN" | "MYR" | "MZN" | "NAD" | "NGN" | "NIO" | "NOK" | "NPR" | "NZD" | "OMR" | "PAB" | "PEN" | "PGK" | "PHP" | "PKR" | "PLN" | "PYG" | "QAR" | "RON" | "RSD" | "RUB" | "RWF" | "SAR" | "SBD" | "SCR" | "SDG" | "SEK" | "SGD" | "SHP" | "SLL" | "SOS" | "SPL" | "SRD" | "STD" | "SVC" | "SYP" | "SZL" | "THB" | "TJS" | "TMT" | "TND" | "TOP" | "TRY" | "TTD" | "TVD" | "TWD" | "TZS" | "UAH" | "UGX" | "USD" | "UYU" | "UZS" | "VEF" | "VND" | "VUV" | "WST" | "XAF" | "XCD" | "XDR" | "XOF" | "XPF" | "YER" | "ZAR" | "ZMW" | "ZWD"; export interface CustomPropertyDetails { // The custom property's name. Name?: string; // The custom property's value. Value?: any; } export interface DeletedPropertyDetails { // The name of the property which was requested to be deleted. Name?: string; // Indicates whether or not the property was deleted. If false, no property with that name existed. WasDeleted: boolean; } export interface DeletePlayerCustomPropertiesRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Optional field used for concurrency control. One can ensure that the delete operation will only be performed if the // player's properties have not been updated by any other clients since the last version. ExpectedPropertiesVersion?: number; // A list of property names denoting which properties should be deleted. PropertyNames: string[]; } export interface DeletePlayerCustomPropertiesResult extends PlayFabModule.IPlayFabResultCommon { // The list of properties requested to be deleted. DeletedProperties?: DeletedPropertyDetails[]; // Indicates the current version of a player's properties that have been set. This is incremented after updates and // deletes. This version can be provided in update and delete calls for concurrency control. PropertiesVersion: number; } export interface DeviceInfoRequest extends PlayFabModule.IPlayFabRequestCommon { // Information posted to the PlayStream Event. Currently arbitrary, and specific to the environment sending it. Info?: { [key: string]: any }; } type EmailVerificationStatus = "Unverified" | "Pending" | "Confirmed"; export interface EmptyResponse extends PlayFabModule.IPlayFabResultCommon {} export interface EmptyResult extends PlayFabModule.IPlayFabResultCommon {} export interface EntityKey { // Unique ID of the entity. Id: string; // Entity type. See https://docs.microsoft.com/gaming/playfab/features/data/entities/available-built-in-entity-types Type?: string; } export interface EntityTokenResponse { // The entity id and type. Entity?: EntityKey; // The token used to set X-EntityToken for all entity based API calls. EntityToken?: string; // The time the token will expire, if it is an expiring token, in UTC. TokenExpiration?: string; } export interface ExecuteCloudScriptRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the CloudScript function to execute FunctionName: string; // Object that is passed in to the function as the first argument FunctionParameter?: any; // Generate a 'player_executed_cloudscript' PlayStream event containing the results of the function execution and other // contextual information. This event will show up in the PlayStream debugger console for the player in Game Manager. GeneratePlayStreamEvent?: boolean; // Option for which revision of the CloudScript to execute. 'Latest' executes the most recently created revision, 'Live' // executes the current live, published revision, and 'Specific' executes the specified revision. The default value is // 'Specific', if the SpeificRevision parameter is specified, otherwise it is 'Live'. RevisionSelection?: string; // The specivic revision to execute, when RevisionSelection is set to 'Specific' SpecificRevision?: number; } export interface ExecuteCloudScriptResult extends PlayFabModule.IPlayFabResultCommon { // Number of PlayFab API requests issued by the CloudScript function APIRequestsIssued: number; // Information about the error, if any, that occurred during execution Error?: ScriptExecutionError; ExecutionTimeSeconds: number; // The name of the function that executed FunctionName?: string; // The object returned from the CloudScript function, if any FunctionResult?: any; // Flag indicating if the FunctionResult was too large and was subsequently dropped from this event. This only occurs if // the total event size is larger than 350KB. FunctionResultTooLarge?: boolean; // Number of external HTTP requests issued by the CloudScript function HttpRequestsIssued: number; // Entries logged during the function execution. These include both entries logged in the function code using log.info() // and log.error() and error entries for API and HTTP request failures. Logs?: LogStatement[]; // Flag indicating if the logs were too large and were subsequently dropped from this event. This only occurs if the total // event size is larger than 350KB after the FunctionResult was removed. LogsTooLarge?: boolean; MemoryConsumedBytes: number; // Processor time consumed while executing the function. This does not include time spent waiting on API calls or HTTP // requests. ProcessorTimeSeconds: number; // The revision of the CloudScript that executed Revision: number; } type ExternalFriendSources = "None" | "Steam" | "Facebook" | "Xbox" | "Psn" | "All"; export interface FacebookInstantGamesPlayFabIdPair { // Unique Facebook Instant Games identifier for a user. FacebookInstantGamesId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Facebook Instant Games identifier. PlayFabId?: string; } export interface FacebookPlayFabIdPair { // Unique Facebook identifier for a user. FacebookId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Facebook identifier. PlayFabId?: string; } export interface FriendInfo { // Available Facebook information (if the user and connected Facebook friend both have PlayFab Accounts in the same title). FacebookInfo?: UserFacebookInfo; // PlayFab unique identifier for this friend. FriendPlayFabId?: string; // Available Game Center information (if the user and connected Game Center friend both have PlayFab Accounts in the same // title). GameCenterInfo?: UserGameCenterInfo; // The profile of the user, if requested. Profile?: PlayerProfileModel; // Available PlayStation :tm: Network information, if the user connected PlayStation :tm Network friend both have PlayFab // Accounts in the same title. PSNInfo?: UserPsnInfo; // Available Steam information (if the user and connected Steam friend both have PlayFab Accounts in the same title). SteamInfo?: UserSteamInfo; // Tags which have been associated with this friend. Tags?: string[]; // Title-specific display name for this friend. TitleDisplayName?: string; // PlayFab unique username for this friend. Username?: string; // Available Xbox information, (if the user and connected Xbox Live friend both have PlayFab Accounts in the same title). XboxInfo?: UserXboxInfo; } export interface GameCenterPlayFabIdPair { // Unique Game Center identifier for a user. GameCenterId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Game Center identifier. PlayFabId?: string; } export interface GenericPlayFabIdPair { // Unique generic service identifier for a user. GenericId?: GenericServiceId; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the given generic identifier. PlayFabId?: string; } export interface GenericServiceId { // Name of the service for which the player has a unique identifier. ServiceName: string; // Unique identifier of the player in that service. UserId: string; } export interface GetAccountInfoRequest extends PlayFabModule.IPlayFabRequestCommon { // User email address for the account to find (if no Username is specified). Email?: string; // Unique PlayFab identifier of the user whose info is being requested. Optional, defaults to the authenticated user if no // other lookup identifier set. PlayFabId?: string; // Title-specific username for the account to find (if no Email is set). Note that if the non-unique Title Display Names // option is enabled for the title, attempts to look up users by Title Display Name will always return AccountNotFound. TitleDisplayName?: string; // PlayFab Username for the account to find (if no PlayFabId is specified). Username?: string; } export interface GetAccountInfoResult extends PlayFabModule.IPlayFabResultCommon { // Account information for the local user. AccountInfo?: UserAccountInfo; } export interface GetAdPlacementsRequest extends PlayFabModule.IPlayFabRequestCommon { // The current AppId to use AppId: string; // Using the name or unique identifier, filter the result for get a specific placement. Identifier?: NameIdentifier; } export interface GetAdPlacementsResult extends PlayFabModule.IPlayFabResultCommon { // Array of results AdPlacements?: AdPlacementDetails[]; } export interface GetCatalogItemsRequest extends PlayFabModule.IPlayFabRequestCommon { // Which catalog is being requested. If null, uses the default catalog. CatalogVersion?: string; } export interface GetCatalogItemsResult extends PlayFabModule.IPlayFabResultCommon { // Array of items which can be purchased. Catalog?: CatalogItem[]; } export interface GetCharacterDataRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; // The version that currently exists according to the caller. The call will return the data for all of the keys if the // version in the system is greater than this. IfChangedFromDataVersion?: number; // Specific keys to search for in the custom user data. Keys?: string[]; // Unique PlayFab identifier of the user to load data for. Optional, defaults to yourself if not set. PlayFabId?: string; } export interface GetCharacterDataResult extends PlayFabModule.IPlayFabResultCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId?: string; // User specific data for this title. Data?: { [key: string]: UserDataRecord }; // Indicates the current version of the data that has been set. This is incremented with every set call for that type of // data (read-only, internal, etc). This version can be provided in Get calls to find updated data. DataVersion: number; } export interface GetCharacterInventoryRequest extends PlayFabModule.IPlayFabRequestCommon { // Used to limit results to only those from a specific catalog version. CatalogVersion?: string; // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface GetCharacterInventoryResult extends PlayFabModule.IPlayFabResultCommon { // Unique identifier of the character for this inventory. CharacterId?: string; // Array of inventory items belonging to the character. Inventory?: ItemInstance[]; // Array of virtual currency balance(s) belonging to the character. VirtualCurrency?: { [key: string]: number }; // Array of remaining times and timestamps for virtual currencies. VirtualCurrencyRechargeTimes?: { [key: string]: VirtualCurrencyRechargeTime }; } export interface GetCharacterLeaderboardRequest extends PlayFabModule.IPlayFabRequestCommon { // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // First entry in the leaderboard to be retrieved. StartPosition: number; // Unique identifier for the title-specific statistic for the leaderboard. StatisticName: string; } export interface GetCharacterLeaderboardResult extends PlayFabModule.IPlayFabResultCommon { // Ordered list of leaderboard entries. Leaderboard?: CharacterLeaderboardEntry[]; } export interface GetCharacterStatisticsRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; } export interface GetCharacterStatisticsResult extends PlayFabModule.IPlayFabResultCommon { // The requested character statistics. CharacterStatistics?: { [key: string]: number }; } export interface GetContentDownloadUrlRequest extends PlayFabModule.IPlayFabRequestCommon { // HTTP method to fetch item - GET or HEAD. Use HEAD when only fetching metadata. Default is GET. HttpMethod?: string; // Key of the content item to fetch, usually formatted as a path, e.g. images/a.png Key: string; // True to download through CDN. CDN provides higher download bandwidth and lower latency. However, if you want the latest, // non-cached version of the content during development, set this to false. Default is true. ThruCDN?: boolean; } export interface GetContentDownloadUrlResult extends PlayFabModule.IPlayFabResultCommon { // URL for downloading content via HTTP GET or HEAD method. The URL will expire in approximately one hour. URL?: string; } export interface GetFriendLeaderboardAroundPlayerRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Indicates which other platforms' friends should be included in the response. In HTTP, it is represented as a // comma-separated list of platforms. ExternalPlatformFriends?: string; // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // PlayFab unique identifier of the user to center the leaderboard around. If null will center on the logged in user. PlayFabId?: string; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; // Statistic used to rank players for this leaderboard. StatisticName: string; // The version of the leaderboard to get. Version?: number; // Xbox token if Xbox friends should be included. Requires Xbox be configured on PlayFab. XboxToken?: string; } export interface GetFriendLeaderboardAroundPlayerResult extends PlayFabModule.IPlayFabResultCommon { // Ordered listing of users and their positions in the requested leaderboard. Leaderboard?: PlayerLeaderboardEntry[]; // The time the next scheduled reset will occur. Null if the leaderboard does not reset on a schedule. NextReset?: string; // The version of the leaderboard returned. Version: number; } export interface GetFriendLeaderboardRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Indicates which other platforms' friends should be included in the response. In HTTP, it is represented as a // comma-separated list of platforms. ExternalPlatformFriends?: string; // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; // Position in the leaderboard to start this listing (defaults to the first entry). StartPosition: number; // Statistic used to rank friends for this leaderboard. StatisticName: string; // The version of the leaderboard to get. Version?: number; // Xbox token if Xbox friends should be included. Requires Xbox be configured on PlayFab. XboxToken?: string; } export interface GetFriendsListRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Indicates which other platforms' friends should be included in the response. In HTTP, it is represented as a // comma-separated list of platforms. ExternalPlatformFriends?: string; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; // Xbox token if Xbox friends should be included. Requires Xbox be configured on PlayFab. XboxToken?: string; } export interface GetFriendsListResult extends PlayFabModule.IPlayFabResultCommon { // Array of friends found. Friends?: FriendInfo[]; } export interface GetLeaderboardAroundCharacterRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character on which to center the leaderboard. CharacterId: string; // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // Unique identifier for the title-specific statistic for the leaderboard. StatisticName: string; } export interface GetLeaderboardAroundCharacterResult extends PlayFabModule.IPlayFabResultCommon { // Ordered list of leaderboard entries. Leaderboard?: CharacterLeaderboardEntry[]; } export interface GetLeaderboardAroundPlayerRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // PlayFab unique identifier of the user to center the leaderboard around. If null will center on the logged in user. PlayFabId?: string; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; // Statistic used to rank players for this leaderboard. StatisticName: string; // The version of the leaderboard to get. Version?: number; } export interface GetLeaderboardAroundPlayerResult extends PlayFabModule.IPlayFabResultCommon { // Ordered listing of users and their positions in the requested leaderboard. Leaderboard?: PlayerLeaderboardEntry[]; // The time the next scheduled reset will occur. Null if the leaderboard does not reset on a schedule. NextReset?: string; // The version of the leaderboard returned. Version: number; } export interface GetLeaderboardForUsersCharactersRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique identifier for the title-specific statistic for the leaderboard. StatisticName: string; } export interface GetLeaderboardForUsersCharactersResult extends PlayFabModule.IPlayFabResultCommon { // Ordered list of leaderboard entries. Leaderboard?: CharacterLeaderboardEntry[]; } export interface GetLeaderboardRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Maximum number of entries to retrieve. Default 10, maximum 100. MaxResultsCount?: number; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; // Position in the leaderboard to start this listing (defaults to the first entry). StartPosition: number; // Statistic used to rank players for this leaderboard. StatisticName: string; // The version of the leaderboard to get. Version?: number; } export interface GetLeaderboardResult extends PlayFabModule.IPlayFabResultCommon { // Ordered listing of users and their positions in the requested leaderboard. Leaderboard?: PlayerLeaderboardEntry[]; // The time the next scheduled reset will occur. Null if the leaderboard does not reset on a schedule. NextReset?: string; // The version of the leaderboard returned. Version: number; } export interface GetPaymentTokenRequest extends PlayFabModule.IPlayFabRequestCommon { // The name of service to provide the payment token. Allowed Values are: xsolla TokenProvider: string; } export interface GetPaymentTokenResult extends PlayFabModule.IPlayFabResultCommon { // PlayFab's purchase order identifier. OrderId?: string; // The token from provider. ProviderToken?: string; } export interface GetPhotonAuthenticationTokenRequest extends PlayFabModule.IPlayFabRequestCommon { // The Photon applicationId for the game you wish to log into. PhotonApplicationId: string; } export interface GetPhotonAuthenticationTokenResult extends PlayFabModule.IPlayFabResultCommon { // The Photon authentication token for this game-session. PhotonCustomAuthenticationToken?: string; } export interface GetPlayerCombinedInfoRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Flags for which pieces of info to return for the user. InfoRequestParameters: GetPlayerCombinedInfoRequestParams; // PlayFabId of the user whose data will be returned. If not filled included, we return the data for the calling player. PlayFabId?: string; } export interface GetPlayerCombinedInfoRequestParams { // Whether to get character inventories. Defaults to false. GetCharacterInventories: boolean; // Whether to get the list of characters. Defaults to false. GetCharacterList: boolean; // Whether to get player profile. Defaults to false. Has no effect for a new player. GetPlayerProfile: boolean; // Whether to get player statistics. Defaults to false. GetPlayerStatistics: boolean; // Whether to get title data. Defaults to false. GetTitleData: boolean; // Whether to get the player's account Info. Defaults to false GetUserAccountInfo: boolean; // Whether to get the player's custom data. Defaults to false GetUserData: boolean; // Whether to get the player's inventory. Defaults to false GetUserInventory: boolean; // Whether to get the player's read only data. Defaults to false GetUserReadOnlyData: boolean; // Whether to get the player's virtual currency balances. Defaults to false GetUserVirtualCurrency: boolean; // Specific statistics to retrieve. Leave null to get all keys. Has no effect if GetPlayerStatistics is false PlayerStatisticNames?: string[]; // Specifies the properties to return from the player profile. Defaults to returning the player's display name. ProfileConstraints?: PlayerProfileViewConstraints; // Specific keys to search for in the custom data. Leave null to get all keys. Has no effect if GetTitleData is false TitleDataKeys?: string[]; // Specific keys to search for in the custom data. Leave null to get all keys. Has no effect if GetUserData is false UserDataKeys?: string[]; // Specific keys to search for in the custom data. Leave null to get all keys. Has no effect if GetUserReadOnlyData is // false UserReadOnlyDataKeys?: string[]; } export interface GetPlayerCombinedInfoResult extends PlayFabModule.IPlayFabResultCommon { // Results for requested info. InfoResultPayload?: GetPlayerCombinedInfoResultPayload; // Unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabId?: string; } export interface GetPlayerCombinedInfoResultPayload { // Account information for the user. This is always retrieved. AccountInfo?: UserAccountInfo; // Inventories for each character for the user. CharacterInventories?: CharacterInventory[]; // List of characters for the user. CharacterList?: CharacterResult[]; // The profile of the players. This profile is not guaranteed to be up-to-date. For a new player, this profile will not // exist. PlayerProfile?: PlayerProfileModel; // List of statistics for this player. PlayerStatistics?: StatisticValue[]; // Title data for this title. TitleData?: { [key: string]: string | null }; // User specific custom data. UserData?: { [key: string]: UserDataRecord }; // The version of the UserData that was returned. UserDataVersion: number; // Array of inventory items in the user's current inventory. UserInventory?: ItemInstance[]; // User specific read-only data. UserReadOnlyData?: { [key: string]: UserDataRecord }; // The version of the Read-Only UserData that was returned. UserReadOnlyDataVersion: number; // Dictionary of virtual currency balance(s) belonging to the user. UserVirtualCurrency?: { [key: string]: number }; // Dictionary of remaining times and timestamps for virtual currencies. UserVirtualCurrencyRechargeTimes?: { [key: string]: VirtualCurrencyRechargeTime }; } export interface GetPlayerCustomPropertyRequest extends PlayFabModule.IPlayFabRequestCommon { // Specific property name to search for in the player's properties. PropertyName: string; } export interface GetPlayerCustomPropertyResult extends PlayFabModule.IPlayFabResultCommon { // Indicates the current version of a player's properties that have been set. This is incremented after updates and // deletes. This version can be provided in update and delete calls for concurrency control. PropertiesVersion: number; // Player specific property and its corresponding value. Property?: CustomPropertyDetails; } export interface GetPlayerProfileRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabId?: string; // If non-null, this determines which properties of the resulting player profiles to return. For API calls from the client, // only the allowed client profile properties for the title may be requested. These allowed properties are configured in // the Game Manager "Client Profile Options" tab in the "Settings" section. ProfileConstraints?: PlayerProfileViewConstraints; } export interface GetPlayerProfileResult extends PlayFabModule.IPlayFabResultCommon { // The profile of the player. This profile is not guaranteed to be up-to-date. For a new player, this profile will not // exist. PlayerProfile?: PlayerProfileModel; } export interface GetPlayerSegmentsRequest extends PlayFabModule.IPlayFabRequestCommon {} export interface GetPlayerSegmentsResult extends PlayFabModule.IPlayFabResultCommon { // Array of segments the requested player currently belongs to. Segments?: GetSegmentResult[]; } export interface GetPlayerStatisticsRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // statistics to return (current version will be returned for each) StatisticNames?: string[]; // statistics to return, if StatisticNames is not set (only statistics which have a version matching that provided will be // returned) StatisticNameVersions?: StatisticNameVersion[]; } export interface GetPlayerStatisticsResult extends PlayFabModule.IPlayFabResultCommon { // User statistics for the requested user. Statistics?: StatisticValue[]; } export interface GetPlayerStatisticVersionsRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // unique name of the statistic StatisticName?: string; } export interface GetPlayerStatisticVersionsResult extends PlayFabModule.IPlayFabResultCommon { // version change history of the statistic StatisticVersions?: PlayerStatisticVersion[]; } export interface GetPlayerTagsRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Optional namespace to filter results by Namespace?: string; // Unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabId: string; } export interface GetPlayerTagsResult extends PlayFabModule.IPlayFabResultCommon { // Unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabId: string; // Canonical tags (including namespace and tag's name) for the requested user Tags: string[]; } export interface GetPlayerTradesRequest extends PlayFabModule.IPlayFabRequestCommon { // Returns only trades with the given status. If null, returns all trades. StatusFilter?: string; } export interface GetPlayerTradesResponse extends PlayFabModule.IPlayFabResultCommon { // History of trades which this player has accepted. AcceptedTrades?: TradeInfo[]; // The trades for this player which are currently available to be accepted. OpenedTrades?: TradeInfo[]; } export interface GetPlayFabIDsFromBattleNetAccountIdsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Battle.net account identifiers for which the title needs to get PlayFab identifiers. The array cannot // exceed 10 in length. BattleNetAccountIds: string[]; } export interface GetPlayFabIDsFromBattleNetAccountIdsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Battle.net account identifiers to PlayFab identifiers. Data?: BattleNetAccountPlayFabIdPair[]; } export interface GetPlayFabIDsFromFacebookIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Facebook identifiers for which the title needs to get PlayFab identifiers. The array cannot exceed 25 in // length. FacebookIDs: string[]; } export interface GetPlayFabIDsFromFacebookIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Facebook identifiers to PlayFab identifiers. Data?: FacebookPlayFabIdPair[]; } export interface GetPlayFabIDsFromFacebookInstantGamesIdsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Facebook Instant Games identifiers for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. FacebookInstantGamesIds: string[]; } export interface GetPlayFabIDsFromFacebookInstantGamesIdsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Facebook Instant Games identifiers to PlayFab identifiers. Data?: FacebookInstantGamesPlayFabIdPair[]; } export interface GetPlayFabIDsFromGameCenterIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Game Center identifiers (the Player Identifier) for which the title needs to get PlayFab identifiers. // The array cannot exceed 25 in length. GameCenterIDs: string[]; } export interface GetPlayFabIDsFromGameCenterIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Game Center identifiers to PlayFab identifiers. Data?: GameCenterPlayFabIdPair[]; } export interface GetPlayFabIDsFromGenericIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique generic service identifiers for which the title needs to get PlayFab identifiers. Currently limited to a // maximum of 10 in a single request. GenericIDs: GenericServiceId[]; } export interface GetPlayFabIDsFromGenericIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of generic service identifiers to PlayFab identifiers. Data?: GenericPlayFabIdPair[]; } export interface GetPlayFabIDsFromGoogleIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Google identifiers (Google+ user IDs) for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. GoogleIDs: string[]; } export interface GetPlayFabIDsFromGoogleIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Google identifiers to PlayFab identifiers. Data?: GooglePlayFabIdPair[]; } export interface GetPlayFabIDsFromGooglePlayGamesPlayerIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Google Play Games identifiers (Google+ user IDs) for which the title needs to get PlayFab identifiers. // The array cannot exceed 25 in length. GooglePlayGamesPlayerIDs: string[]; } export interface GetPlayFabIDsFromGooglePlayGamesPlayerIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Google Play Games identifiers to PlayFab identifiers. Data?: GooglePlayGamesPlayFabIdPair[]; } export interface GetPlayFabIDsFromKongregateIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Kongregate identifiers (Kongregate's user_id) for which the title needs to get PlayFab identifiers. The // array cannot exceed 25 in length. KongregateIDs: string[]; } export interface GetPlayFabIDsFromKongregateIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Kongregate identifiers to PlayFab identifiers. Data?: KongregatePlayFabIdPair[]; } export interface GetPlayFabIDsFromNintendoServiceAccountIdsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Nintendo Switch Account identifiers for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. NintendoAccountIds: string[]; } export interface GetPlayFabIDsFromNintendoServiceAccountIdsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Nintendo Switch Service Account identifiers to PlayFab identifiers. Data?: NintendoServiceAccountPlayFabIdPair[]; } export interface GetPlayFabIDsFromNintendoSwitchDeviceIdsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Nintendo Switch Device identifiers for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. NintendoSwitchDeviceIds: string[]; } export interface GetPlayFabIDsFromNintendoSwitchDeviceIdsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Nintendo Switch Device identifiers to PlayFab identifiers. Data?: NintendoSwitchPlayFabIdPair[]; } export interface GetPlayFabIDsFromOpenIdsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique OpenId Connect identifiers for which the title needs to get PlayFab identifiers. The array cannot exceed // 10 in length. OpenIdSubjectIdentifiers: OpenIdSubjectIdentifier[]; } export interface GetPlayFabIDsFromOpenIdsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of OpenId Connect identifiers to PlayFab identifiers. Data?: OpenIdSubjectIdentifierPlayFabIdPair[]; } export interface GetPlayFabIDsFromPSNAccountIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Id of the PlayStation :tm: Network issuer environment. If null, defaults to production environment. IssuerId?: number; // Array of unique PlayStation :tm: Network identifiers for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. PSNAccountIDs: string[]; } export interface GetPlayFabIDsFromPSNAccountIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of PlayStation :tm: Network identifiers to PlayFab identifiers. Data?: PSNAccountPlayFabIdPair[]; } export interface GetPlayFabIDsFromPSNOnlineIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Id of the PlayStation :tm: Network issuer environment. If null, defaults to production environment. IssuerId?: number; // Array of unique PlayStation :tm: Network identifiers for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. PSNOnlineIDs: string[]; } export interface GetPlayFabIDsFromPSNOnlineIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of PlayStation :tm: Network identifiers to PlayFab identifiers. Data?: PSNOnlinePlayFabIdPair[]; } export interface GetPlayFabIDsFromSteamIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Steam identifiers (Steam profile IDs) for which the title needs to get PlayFab identifiers. The array // cannot exceed 25 in length. SteamStringIDs?: string[]; } export interface GetPlayFabIDsFromSteamIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Steam identifiers to PlayFab identifiers. Data?: SteamPlayFabIdPair[]; } export interface GetPlayFabIDsFromSteamNamesRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Steam identifiers for which the title needs to get PlayFab identifiers. The array cannot exceed 25 in // length. SteamNames: string[]; } export interface GetPlayFabIDsFromSteamNamesResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Steam identifiers to PlayFab identifiers. Data?: SteamNamePlayFabIdPair[]; } export interface GetPlayFabIDsFromTwitchIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // Array of unique Twitch identifiers (Twitch's _id) for which the title needs to get PlayFab identifiers. The array cannot // exceed 25 in length. TwitchIds: string[]; } export interface GetPlayFabIDsFromTwitchIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Twitch identifiers to PlayFab identifiers. Data?: TwitchPlayFabIdPair[]; } export interface GetPlayFabIDsFromXboxLiveIDsRequest extends PlayFabModule.IPlayFabRequestCommon { // The ID of Xbox Live sandbox. Sandbox?: string; // Array of unique Xbox Live account identifiers for which the title needs to get PlayFab identifiers. The array cannot // exceed 25 in length. XboxLiveAccountIDs: string[]; } export interface GetPlayFabIDsFromXboxLiveIDsResult extends PlayFabModule.IPlayFabResultCommon { // Mapping of Xbox Live identifiers to PlayFab identifiers. Data?: XboxLiveAccountPlayFabIdPair[]; } export interface GetPublisherDataRequest extends PlayFabModule.IPlayFabRequestCommon { // array of keys to get back data from the Publisher data blob, set by the admin tools Keys: string[]; } export interface GetPublisherDataResult extends PlayFabModule.IPlayFabResultCommon { // a dictionary object of key / value pairs Data?: { [key: string]: string | null }; } export interface GetPurchaseRequest extends PlayFabModule.IPlayFabRequestCommon { // Purchase order identifier. OrderId: string; } export interface GetPurchaseResult extends PlayFabModule.IPlayFabResultCommon { // Purchase order identifier. OrderId?: string; // Payment provider used for transaction (If not VC) PaymentProvider?: string; // Date and time of the purchase. PurchaseDate: string; // Provider transaction ID (If not VC) TransactionId?: string; // PlayFab transaction status TransactionStatus?: string; } export interface GetSegmentResult { // Identifier of the segments AB Test, if it is attached to one. ABTestParent?: string; // Unique identifier for this segment. Id: string; // Segment name. Name?: string; } export interface GetSharedGroupDataRequest extends PlayFabModule.IPlayFabRequestCommon { // If true, return the list of all members of the shared group. GetMembers?: boolean; // Specific keys to retrieve from the shared group (if not specified, all keys will be returned, while an empty array // indicates that no keys should be returned). Keys?: string[]; // Unique identifier for the shared group. SharedGroupId: string; } export interface GetSharedGroupDataResult extends PlayFabModule.IPlayFabResultCommon { // Data for the requested keys. Data?: { [key: string]: SharedGroupDataRecord }; // List of PlayFabId identifiers for the members of this group, if requested. Members?: string[]; } export interface GetStoreItemsRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version to store items from. Use default catalog version if null CatalogVersion?: string; // Unqiue identifier for the store which is being requested. StoreId: string; } export interface GetStoreItemsResult extends PlayFabModule.IPlayFabResultCommon { // The base catalog that this store is a part of. CatalogVersion?: string; // Additional data about the store. MarketingData?: StoreMarketingModel; // How the store was last updated (Admin or a third party). Source?: string; // Array of items which can be purchased from this store. Store?: StoreItem[]; // The ID of this store. StoreId?: string; } export interface GetTimeRequest extends PlayFabModule.IPlayFabRequestCommon {} export interface GetTimeResult extends PlayFabModule.IPlayFabResultCommon { // Current server time when the request was received, in UTC Time: string; } export interface GetTitleDataRequest extends PlayFabModule.IPlayFabRequestCommon { // Specific keys to search for in the title data (leave null to get all keys) Keys?: string[]; // Optional field that specifies the name of an override. This value is ignored when used by the game client; otherwise, // the overrides are applied automatically to the title data. OverrideLabel?: string; } export interface GetTitleDataResult extends PlayFabModule.IPlayFabResultCommon { // a dictionary object of key / value pairs Data?: { [key: string]: string | null }; } export interface GetTitleNewsRequest extends PlayFabModule.IPlayFabRequestCommon { // Limits the results to the last n entries. Defaults to 10 if not set. Count?: number; } export interface GetTitleNewsResult extends PlayFabModule.IPlayFabResultCommon { // Array of news items. News?: TitleNewsItem[]; } export interface GetTitlePublicKeyRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId: string; // The shared secret key for this title TitleSharedSecret: string; } export interface GetTitlePublicKeyResult extends PlayFabModule.IPlayFabResultCommon { // Base64 encoded RSA CSP byte array blob containing the title's public RSA key RSAPublicKey?: string; } export interface GetTradeStatusRequest extends PlayFabModule.IPlayFabRequestCommon { // Player who opened trade. OfferingPlayerId: string; // Trade identifier as returned by OpenTradeOffer. TradeId: string; } export interface GetTradeStatusResponse extends PlayFabModule.IPlayFabResultCommon { // Information about the requested trade. Trade?: TradeInfo; } export interface GetUserDataRequest extends PlayFabModule.IPlayFabRequestCommon { // The version that currently exists according to the caller. The call will return the data for all of the keys if the // version in the system is greater than this. IfChangedFromDataVersion?: number; // List of unique keys to load from. Keys?: string[]; // Unique PlayFab identifier of the user to load data for. Optional, defaults to yourself if not set. When specified to a // PlayFab id of another player, then this will only return public keys for that account. PlayFabId?: string; } export interface GetUserDataResult extends PlayFabModule.IPlayFabResultCommon { // User specific data for this title. Data?: { [key: string]: UserDataRecord }; // Indicates the current version of the data that has been set. This is incremented with every set call for that type of // data (read-only, internal, etc). This version can be provided in Get calls to find updated data. DataVersion: number; } export interface GetUserInventoryRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface GetUserInventoryResult extends PlayFabModule.IPlayFabResultCommon { // Array of inventory items belonging to the user. Inventory?: ItemInstance[]; // Array of virtual currency balance(s) belonging to the user. VirtualCurrency?: { [key: string]: number }; // Array of remaining times and timestamps for virtual currencies. VirtualCurrencyRechargeTimes?: { [key: string]: VirtualCurrencyRechargeTime }; } export interface GooglePlayFabIdPair { // Unique Google identifier for a user. GoogleId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Google identifier. PlayFabId?: string; } export interface GooglePlayGamesPlayFabIdPair { // Unique Google Play Games identifier for a user. GooglePlayGamesPlayerId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Google Play Games identifier. PlayFabId?: string; } export interface GrantCharacterToUserRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version from which items are to be granted. CatalogVersion?: string; // Non-unique display name of the character being granted (1-40 characters in length). CharacterName: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Catalog item identifier of the item in the user's inventory that corresponds to the character in the catalog to be // created. ItemId: string; } export interface GrantCharacterToUserResult extends PlayFabModule.IPlayFabResultCommon { // Unique identifier tagged to this character. CharacterId?: string; // Type of character that was created. CharacterType?: string; // Indicates whether this character was created successfully. Result: boolean; } export interface ItemInstance { // Game specific comment associated with this instance when it was added to the user inventory. Annotation?: string; // Array of unique items that were awarded when this catalog item was purchased. BundleContents?: string[]; // Unique identifier for the parent inventory item, as defined in the catalog, for object which were added from a bundle or // container. BundleParent?: string; // Catalog version for the inventory item, when this instance was created. CatalogVersion?: string; // A set of custom key-value pairs on the instance of the inventory item, which is not to be confused with the catalog // item's custom data. CustomData?: { [key: string]: string | null }; // CatalogItem.DisplayName at the time this item was purchased. DisplayName?: string; // Timestamp for when this instance will expire. Expiration?: string; // Class name for the inventory item, as defined in the catalog. ItemClass?: string; // Unique identifier for the inventory item, as defined in the catalog. ItemId?: string; // Unique item identifier for this specific instance of the item. ItemInstanceId?: string; // Timestamp for when this instance was purchased. PurchaseDate?: string; // Total number of remaining uses, if this is a consumable item. RemainingUses?: number; // Currency type for the cost of the catalog item. Not available when granting items. UnitCurrency?: string; // Cost of the catalog item in the given currency. Not available when granting items. UnitPrice: number; // The number of uses that were added or removed to this item in this call. UsesIncrementedBy?: number; } export interface ItemPurchaseRequest { // Title-specific text concerning this purchase. Annotation?: string; // Unique ItemId of the item to purchase. ItemId: string; // How many of this item to purchase. Min 1, maximum 25. Quantity: number; // Items to be upgraded as a result of this purchase (upgraded items are hidden, as they are "replaced" by the new items). UpgradeFromItems?: string[]; } export interface KongregatePlayFabIdPair { // Unique Kongregate identifier for a user. KongregateId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Kongregate identifier. PlayFabId?: string; } export interface LinkAndroidDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Specific model of the user's device. AndroidDevice?: string; // Android device identifier for the user's device. AndroidDeviceId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the device, unlink the other user and re-link. ForceLink?: boolean; // Specific Operating System version for the user's device. OS?: string; } export interface LinkAndroidDeviceIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkAppleRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to a specific Apple account, unlink the other user and re-link. ForceLink?: boolean; // The JSON Web token (JWT) returned by Apple after login. Represented as the identityToken field in the authorization // credential payload. Used to validate the request and find the user ID (Apple subject) to link with. IdentityToken: string; } export interface LinkBattleNetAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to a specific Battle.net account, unlink the other user and re-link. ForceLink?: boolean; // The JSON Web Token (JWT) returned by Battle.net after login IdentityToken: string; } export interface LinkCustomIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Custom unique identifier for the user, generated by the title. CustomId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the custom ID, unlink the other user and re-link. ForceLink?: boolean; } export interface LinkCustomIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkedPlatformAccountModel { // Linked account email of the user on the platform, if available Email?: string; // Authentication platform Platform?: string; // Unique account identifier of the user on the platform PlatformUserId?: string; // Linked account username of the user on the platform, if available Username?: string; } export interface LinkFacebookAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique identifier from Facebook for the user. AccessToken?: string; // Token used for limited login authentication. AuthenticationToken?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; } export interface LinkFacebookAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkFacebookInstantGamesIdRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Facebook Instant Games signature for the user. FacebookInstantGamesSignature: string; // If another user is already linked to the Facebook Instant Games ID, unlink the other user and re-link. ForceLink?: boolean; } export interface LinkFacebookInstantGamesIdResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkGameCenterAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. If the current user is already // linked, link both accounts ForceLink?: boolean; // Game Center identifier for the player account to be linked. GameCenterId: string; // The URL for the public encryption key that will be used to verify the signature. PublicKeyUrl?: string; // A random value used to compute the hash and keep it randomized. Salt?: string; // The verification signature of the authentication payload. Signature?: string; // The integer representation of date and time that the signature was created on. PlayFab will reject authentication // signatures not within 10 minutes of the server's current time. Timestamp?: string; } export interface LinkGameCenterAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkGoogleAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. If the current user is already // linked, link both accounts ForceLink?: boolean; // Server authentication code obtained on the client by calling getServerAuthCode() // (https://developers.google.com/identity/sign-in/android/offline-access) from Google Play for the user. ServerAuthCode?: string; } export interface LinkGoogleAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkGooglePlayGamesServicesAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. If the current user is already // linked, link both accounts ForceLink?: boolean; // OAuth 2.0 server authentication code obtained on the client by calling the requestServerSideAccess() // (https://developers.google.com/games/services/android/signin) Google Play Games client API. ServerAuthCode: string; } export interface LinkGooglePlayGamesServicesAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkIOSDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Vendor-specific iOS identifier for the user's device. DeviceId: string; // Specific model of the user's device. DeviceModel?: string; // If another user is already linked to the device, unlink the other user and re-link. ForceLink?: boolean; // Specific Operating System version for the user's device. OS?: string; } export interface LinkIOSDeviceIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkKongregateAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Valid session auth ticket issued by Kongregate AuthTicket: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; // Numeric user ID assigned by Kongregate KongregateId: string; } export interface LinkKongregateAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkNintendoServiceAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to a specific Nintendo Switch account, unlink the other user and re-link. ForceLink?: boolean; // The JSON Web token (JWT) returned by Nintendo after login. Used to validate the request and find the user ID (Nintendo // Switch subject) to link with. IdentityToken: string; } export interface LinkNintendoSwitchDeviceIdRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the Nintendo Switch Device ID, unlink the other user and re-link. ForceLink?: boolean; // Nintendo Switch unique identifier for the user's device. NintendoSwitchDeviceId: string; } export interface LinkNintendoSwitchDeviceIdResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkOpenIdConnectRequest extends PlayFabModule.IPlayFabRequestCommon { // A name that identifies which configured OpenID Connect provider relationship to use. Maximum 100 characters. ConnectionId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to a specific OpenId Connect user, unlink the other user and re-link. ForceLink?: boolean; // The JSON Web token (JWT) returned by the identity provider after login. Represented as the id_token field in the // identity provider's response. Used to validate the request and find the user ID (OpenID Connect subject) to link with. IdToken: string; } export interface LinkPSNAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Authentication code provided by the PlayStation :tm: Network. AuthCode: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; // Id of the PlayStation :tm: Network issuer environment. If null, defaults to production environment. IssuerId?: number; // Redirect URI supplied to PlayStation :tm: Network when requesting an auth code RedirectUri: string; } export interface LinkPSNAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkSteamAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; // Authentication token for the user, returned as a byte array from Steam, and converted to a string (for example, the byte // 0x08 should become "08"). SteamTicket: string; // True if ticket was generated using ISteamUser::GetAuthTicketForWebAPI() using "AzurePlayFab" as the identity string. // False if the ticket was generated with ISteamUser::GetAuthSessionTicket(). TicketIsServiceSpecific?: boolean; } export interface LinkSteamAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkTwitchAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Valid token issued by Twitch AccessToken: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; } export interface LinkTwitchAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface LinkXboxAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // If another user is already linked to the account, unlink the other user and re-link. ForceLink?: boolean; // Token provided by the Xbox Live SDK/XDK method GetTokenAndSignatureAsync("POST", "https://playfabapi.com/", ""). XboxToken: string; } export interface LinkXboxAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface ListPlayerCustomPropertiesRequest extends PlayFabModule.IPlayFabRequestCommon {} export interface ListPlayerCustomPropertiesResult extends PlayFabModule.IPlayFabResultCommon { // Player specific properties and their corresponding values for this title. Properties?: CustomPropertyDetails[]; // Indicates the current version of a player's properties that have been set. This is incremented after updates and // deletes. This version can be provided in update and delete calls for concurrency control. PropertiesVersion: number; } export interface ListUsersCharactersRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabId?: string; } export interface ListUsersCharactersResult extends PlayFabModule.IPlayFabResultCommon { // The requested list of characters. Characters?: CharacterResult[]; } export interface LocationModel { // City name. City?: string; // The two-character continent code for this location ContinentCode?: string; // The two-character ISO 3166-1 country code for the country associated with the location CountryCode?: string; // Latitude coordinate of the geographic location. Latitude?: number; // Longitude coordinate of the geographic location. Longitude?: number; } type LoginIdentityProvider = "Unknown" | "PlayFab" | "Custom" | "GameCenter" | "GooglePlay" | "Steam" | "XBoxLive" | "PSN" | "Kongregate" | "Facebook" | "IOSDevice" | "AndroidDevice" | "Twitch" | "WindowsHello" | "GameServer" | "CustomServer" | "NintendoSwitch" | "FacebookInstantGames" | "OpenIdConnect" | "Apple" | "NintendoSwitchAccount" | "GooglePlayGames" | "XboxMobileStore" | "King" | "BattleNet"; export interface LoginResult extends PlayFabModule.IPlayFabResultCommon { // If LoginTitlePlayerAccountEntity flag is set on the login request the title_player_account will also be logged in and // returned. EntityToken?: EntityTokenResponse; // Results for requested info. InfoResultPayload?: GetPlayerCombinedInfoResultPayload; // The time of this user's previous login. If there was no previous login, then it's DateTime.MinValue LastLoginTime?: string; // True if the master_player_account was newly created on this login. NewlyCreated: boolean; // Player's unique PlayFabId. PlayFabId?: string; // Unique token authorizing the user and game at the server level, for the current session. SessionTicket?: string; // Settings specific to this user. SettingsForUser?: UserSettings; // The experimentation treatments for this user at the time of login. TreatmentAssignment?: TreatmentAssignment; } export interface LoginWithAndroidDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Specific model of the user's device. AndroidDevice?: string; // Android device identifier for the user's device. AndroidDeviceId?: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Specific Operating System version for the user's device. OS?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithAppleRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // The JSON Web token (JWT) returned by Apple after login. Represented as the identityToken field in the authorization // credential payload. If you choose to ignore the expiration date for identity tokens, you will receive an NotAuthorized // error if Apple rotates the signing key. In this case, users have to login to provide a fresh identity token. IdentityToken: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithBattleNetRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // The JSON Web Token (JWT) returned by Battle.net after login IdentityToken: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithCustomIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // Custom unique identifier for the user, generated by the title. CustomId?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithEmailAddressRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Email address for the account. Email: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Password for the PlayFab account (6-100 characters) Password: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithFacebookInstantGamesIdRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Facebook Instant Games signature for the user. FacebookInstantGamesSignature: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithFacebookRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique identifier from Facebook for the user. AccessToken?: string; // Token used for limited login authentication. AuthenticationToken?: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithGameCenterRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Unique Game Center player id. PlayerId?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // The URL for the public encryption key that will be used to verify the signature. PublicKeyUrl?: string; // A random value used to compute the hash and keep it randomized. Salt?: string; // The verification signature of the authentication payload. Signature?: string; // The integer representation of date and time that the signature was created on. PlayFab will reject authentication // signatures not within 10 minutes of the server's current time. Timestamp?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithGoogleAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // OAuth 2.0 server authentication code obtained on the client by calling the getServerAuthCode() // (https://developers.google.com/identity/sign-in/android/offline-access) Google client API. ServerAuthCode?: string; // Optional boolean to opt out of setting the MPA email when creating a Google account, defaults to true. SetEmail?: boolean; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithGooglePlayGamesServicesRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // OAuth 2.0 server authentication code obtained on the client by calling the requestServerSideAccess() // (https://developers.google.com/games/services/android/signin) Google Play Games client API. ServerAuthCode?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithIOSDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Vendor-specific iOS identifier for the user's device. DeviceId?: string; // Specific model of the user's device. DeviceModel?: string; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Specific Operating System version for the user's device. OS?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithKongregateRequest extends PlayFabModule.IPlayFabRequestCommon { // Token issued by Kongregate's client API for the user. AuthTicket?: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Numeric user ID assigned by Kongregate KongregateId?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithNintendoServiceAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // The JSON Web token (JWT) returned by Nintendo after login. IdentityToken: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithNintendoSwitchDeviceIdRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Nintendo Switch unique identifier for the user's device. NintendoSwitchDeviceId?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithOpenIdConnectRequest extends PlayFabModule.IPlayFabRequestCommon { // A name that identifies which configured OpenID Connect provider relationship to use. Maximum 100 characters. ConnectionId: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // The JSON Web token (JWT) returned by the identity provider after login. Represented as the id_token field in the // identity provider's response. IdToken: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithPlayFabRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Password for the PlayFab account (6-100 characters) Password: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; // PlayFab username for the account. Username: string; } export interface LoginWithPSNRequest extends PlayFabModule.IPlayFabRequestCommon { // Auth code provided by the PlayStation :tm: Network OAuth provider. AuthCode?: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Id of the PlayStation :tm: Network issuer environment. If null, defaults to production environment. IssuerId?: number; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Redirect URI supplied to PlayStation :tm: Network when requesting an auth code RedirectUri?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithSteamRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Authentication token for the user, returned as a byte array from Steam, and converted to a string (for example, the byte // 0x08 should become "08"). SteamTicket?: string; // True if ticket was generated using ISteamUser::GetAuthTicketForWebAPI() using "AzurePlayFab" as the identity string. // False if the ticket was generated with ISteamUser::GetAuthSessionTicket(). TicketIsServiceSpecific?: boolean; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithTwitchRequest extends PlayFabModule.IPlayFabRequestCommon { // Token issued by Twitch's API for the user. AccessToken?: string; // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; } export interface LoginWithXboxRequest extends PlayFabModule.IPlayFabRequestCommon { // Automatically create a PlayFab account if one is not currently linked to this ID. CreateAccount?: boolean; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; // Token provided by the Xbox Live SDK/XDK method GetTokenAndSignatureAsync("POST", "https://playfabapi.com/", ""). XboxToken?: string; } export interface LogStatement { // Optional object accompanying the message as contextual information Data?: any; // 'Debug', 'Info', or 'Error' Level?: string; Message?: string; } export interface MembershipModel { // Whether this membership is active. That is, whether the MembershipExpiration time has been reached. IsActive: boolean; // The time this membership expires MembershipExpiration: string; // The id of the membership MembershipId?: string; // Membership expirations can be explicitly overridden (via game manager or the admin api). If this membership has been // overridden, this will be the new expiration time. OverrideExpiration?: string; // The list of subscriptions that this player has for this membership Subscriptions?: SubscriptionModel[]; } export interface MicrosoftStorePayload { // Microsoft store ID key. This is optional. Alternatively you can use XboxToken CollectionsMsIdKey?: string; // If collectionsMsIdKey is provided, this will verify the user id in the collectionsMsIdKey is the same. UserId?: string; // Token provided by the Xbox Live SDK/XDK method GetTokenAndSignatureAsync("POST", "https://playfabapi.com/", ""). This is // optional. Alternatively can use CollectionsMsIdKey XboxToken?: string; } export interface ModifyUserVirtualCurrencyResult extends PlayFabModule.IPlayFabResultCommon { // Balance of the virtual currency after modification. Balance: number; // Amount added or subtracted from the user's virtual currency. Maximum VC balance is Int32 (2,147,483,647). Any increase // over this value will be discarded. BalanceChange: number; // User currency was subtracted from. PlayFabId?: string; // Name of the virtual currency which was modified. VirtualCurrency?: string; } export interface NameIdentifier { // Id Identifier, if present Id?: string; // Name Identifier, if present Name?: string; } export interface NintendoServiceAccountPlayFabIdPair { // Unique Nintendo Switch Service Account identifier for a user. NintendoServiceAccountId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Nintendo Switch Service Account // identifier. PlayFabId?: string; } export interface NintendoSwitchPlayFabIdPair { // Unique Nintendo Switch Device identifier for a user. NintendoSwitchDeviceId?: string; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Nintendo Switch Device identifier. PlayFabId?: string; } export interface OpenIdSubjectIdentifier { // The issuer URL for the OpenId Connect provider, or the override URL if an override exists. Issuer: string; // The unique subject identifier within the context of the issuer. Subject: string; } export interface OpenIdSubjectIdentifierPlayFabIdPair { // Unique OpenId Connect identifier for a user. OpenIdSubjectIdentifier?: OpenIdSubjectIdentifier; // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the OpenId Connect identifier. PlayFabId?: string; } export interface OpenTradeRequest extends PlayFabModule.IPlayFabRequestCommon { // Players who are allowed to accept the trade. If null, the trade may be accepted by any player. If empty, the trade may // not be accepted by any player. AllowedPlayerIds?: string[]; // Player inventory items offered for trade. If not set, the trade is effectively a gift request OfferedInventoryInstanceIds?: string[]; // Catalog items accepted for the trade. If not set, the trade is effectively a gift. RequestedCatalogItemIds?: string[]; } export interface OpenTradeResponse extends PlayFabModule.IPlayFabResultCommon { // The information about the trade that was just opened. Trade?: TradeInfo; } export interface PayForPurchaseRequest extends PlayFabModule.IPlayFabRequestCommon { // Currency to use to fund the purchase. Currency: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Purchase order identifier returned from StartPurchase. OrderId: string; // Payment provider to use to fund the purchase. ProviderName: string; // Payment provider transaction identifier. Required for Facebook Payments. ProviderTransactionId?: string; } export interface PayForPurchaseResult extends PlayFabModule.IPlayFabResultCommon { // Local credit applied to the transaction (provider specific). CreditApplied: number; // Purchase order identifier. OrderId?: string; // Provider used for the transaction. ProviderData?: string; // A token generated by the provider to authenticate the request (provider-specific). ProviderToken?: string; // URL to the purchase provider page that details the purchase. PurchaseConfirmationPageURL?: string; // Currency for the transaction, may be a virtual currency or real money. PurchaseCurrency?: string; // Cost of the transaction. PurchasePrice: number; // Status of the transaction. Status?: string; // Virtual currencies granted by the transaction, if any. VCAmount?: { [key: string]: number }; // Current virtual currency balances for the user. VirtualCurrency?: { [key: string]: number }; } export interface PaymentOption { // Specific currency to use to fund the purchase. Currency?: string; // Amount of the specified currency needed for the purchase. Price: number; // Name of the purchase provider for this option. ProviderName?: string; // Amount of existing credit the user has with the provider. StoreCredit: number; } export interface PlayerLeaderboardEntry { // Title-specific display name of the user for this leaderboard entry. DisplayName?: string; // PlayFab unique identifier of the user for this leaderboard entry. PlayFabId?: string; // User's overall position in the leaderboard. Position: number; // The profile of the user, if requested. Profile?: PlayerProfileModel; // Specific value of the user's statistic. StatValue: number; } export interface PlayerProfileModel { // List of advertising campaigns the player has been attributed to AdCampaignAttributions?: AdCampaignAttributionModel[]; // URL of the player's avatar image AvatarUrl?: string; // If the player is currently banned, the UTC Date when the ban expires BannedUntil?: string; // List of all contact email info associated with the player account ContactEmailAddresses?: ContactEmailInfoModel[]; // Player record created Created?: string; // Player display name DisplayName?: string; // List of experiment variants for the player. Note that these variants are not guaranteed to be up-to-date when returned // during login because the player profile is updated only after login. Instead, use the LoginResult.TreatmentAssignment // property during login to get the correct variants and variables. ExperimentVariants?: string[]; // UTC time when the player most recently logged in to the title LastLogin?: string; // List of all authentication systems linked to this player account LinkedAccounts?: LinkedPlatformAccountModel[]; // List of geographic locations from which the player has logged in to the title Locations?: LocationModel[]; // List of memberships for the player, along with whether are expired. Memberships?: MembershipModel[]; // Player account origination Origination?: string; // PlayFab player account unique identifier PlayerId?: string; // Publisher this player belongs to PublisherId?: string; // List of configured end points registered for sending the player push notifications PushNotificationRegistrations?: PushNotificationRegistrationModel[]; // List of leaderboard statistic values for the player Statistics?: StatisticModel[]; // List of player's tags for segmentation Tags?: TagModel[]; // Title ID this player profile applies to TitleId?: string; // Sum of the player's purchases made with real-money currencies, converted to US dollars equivalent and represented as a // whole number of cents (1/100 USD). For example, 999 indicates nine dollars and ninety-nine cents. TotalValueToDateInUSD?: number; // List of the player's lifetime purchase totals, summed by real-money currency ValuesToDate?: ValueToDateModel[]; } export interface PlayerProfileViewConstraints { // Whether to show player's avatar URL. Defaults to false ShowAvatarUrl: boolean; // Whether to show the banned until time. Defaults to false ShowBannedUntil: boolean; // Whether to show campaign attributions. Defaults to false ShowCampaignAttributions: boolean; // Whether to show contact email addresses. Defaults to false ShowContactEmailAddresses: boolean; // Whether to show the created date. Defaults to false ShowCreated: boolean; // Whether to show the display name. Defaults to false ShowDisplayName: boolean; // Whether to show player's experiment variants. Defaults to false ShowExperimentVariants: boolean; // Whether to show the last login time. Defaults to false ShowLastLogin: boolean; // Whether to show the linked accounts. Defaults to false ShowLinkedAccounts: boolean; // Whether to show player's locations. Defaults to false ShowLocations: boolean; // Whether to show player's membership information. Defaults to false ShowMemberships: boolean; // Whether to show origination. Defaults to false ShowOrigination: boolean; // Whether to show push notification registrations. Defaults to false ShowPushNotificationRegistrations: boolean; // Reserved for future development ShowStatistics: boolean; // Whether to show tags. Defaults to false ShowTags: boolean; // Whether to show the total value to date in usd. Defaults to false ShowTotalValueToDateInUsd: boolean; // Whether to show the values to date. Defaults to false ShowValuesToDate: boolean; } export interface PlayerStatisticVersion { // time when the statistic version became active ActivationTime: string; // time when the statistic version became inactive due to statistic version incrementing DeactivationTime?: string; // time at which the statistic version was scheduled to become active, based on the configured ResetInterval ScheduledActivationTime?: string; // time at which the statistic version was scheduled to become inactive, based on the configured ResetInterval ScheduledDeactivationTime?: string; // name of the statistic when the version became active StatisticName?: string; // version of the statistic Version: number; } export interface PlayStation5Payload { // An optional list of entitlement ids to query against PlayStation :tm: Network Ids?: string[]; // Id of the PlayStation :tm: Network service label to consume entitlements from ServiceLabel?: string; } export interface PSNAccountPlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the PlayStation :tm: Network // identifier. PlayFabId?: string; // Unique PlayStation :tm: Network identifier for a user. PSNAccountId?: string; } export interface PSNOnlinePlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the PlayStation :tm: Network // identifier. PlayFabId?: string; // Unique PlayStation :tm: Network identifier for a user. PSNOnlineId?: string; } export interface PurchaseItemRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version for the items to be purchased (defaults to most recent version. CatalogVersion?: string; // Unique PlayFab assigned ID for a specific character owned by a user CharacterId?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Unique identifier of the item to purchase. ItemId: string; // Price the client expects to pay for the item (in case a new catalog or store was uploaded, with new prices). Price: number; // Store to buy this item through. If not set, prices default to those in the catalog. StoreId?: string; // Virtual currency to use to purchase the item. VirtualCurrency: string; } export interface PurchaseItemResult extends PlayFabModule.IPlayFabResultCommon { // Details for the items purchased. Items?: ItemInstance[]; } export interface PurchaseReceiptFulfillment { // Items granted to the player in fulfillment of the validated receipt. FulfilledItems?: ItemInstance[]; // Source of the payment price information for the recorded purchase transaction. A value of 'Request' indicates that the // price specified in the request was used, whereas a value of 'Catalog' indicates that the real-money price of the catalog // item matching the product ID in the validated receipt transaction and the currency specified in the request (defaulting // to USD) was used. RecordedPriceSource?: string; // Currency used to purchase the items (ISO 4217 currency code). RecordedTransactionCurrency?: string; // Amount of the stated currency paid for the items, in centesimal units RecordedTransactionTotal?: number; } type PushNotificationPlatform = "ApplePushNotificationService" | "GoogleCloudMessaging"; export interface PushNotificationRegistrationModel { // Notification configured endpoint NotificationEndpointARN?: string; // Push notification platform Platform?: string; } export interface RedeemCouponRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the coupon. If null, uses the default catalog CatalogVersion?: string; // Optional identifier for the Character that should receive the item. If null, item is added to the player CharacterId?: string; // Generated coupon code to redeem. CouponCode: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface RedeemCouponResult extends PlayFabModule.IPlayFabResultCommon { // Items granted to the player as a result of redeeming the coupon. GrantedItems?: ItemInstance[]; } export interface RefreshPSNAuthTokenRequest extends PlayFabModule.IPlayFabRequestCommon { // Auth code returned by PlayStation :tm: Network OAuth system. AuthCode: string; // Id of the PlayStation :tm: Network issuer environment. If null, defaults to production environment. IssuerId?: number; // Redirect URI supplied to PlayStation :tm: Network when requesting an auth code RedirectUri: string; } export interface RegisterForIOSPushNotificationRequest extends PlayFabModule.IPlayFabRequestCommon { // Message to display when confirming push notification. ConfirmationMessage?: string; // Unique token generated by the Apple Push Notification service when the title registered to receive push notifications. DeviceToken: string; // If true, send a test push message immediately after sucessful registration. Defaults to false. SendPushNotificationConfirmation?: boolean; } export interface RegisterForIOSPushNotificationResult extends PlayFabModule.IPlayFabResultCommon {} export interface RegisterPlayFabUserRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // An optional parameter for setting the display name for this title (3-25 characters). DisplayName?: string; // User email address attached to their account Email?: string; // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Flags for which pieces of info to return for the user. InfoRequestParameters?: GetPlayerCombinedInfoRequestParams; // Password for the PlayFab account (6-100 characters) Password?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; // An optional parameter that specifies whether both the username and email parameters are required. If true, both // parameters are required; if false, the user must supply either the username or email parameter. The default value is // true. RequireBothUsernameAndEmail?: boolean; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId?: string; // PlayFab username for the account (3-20 characters) Username?: string; } export interface RegisterPlayFabUserResult extends PlayFabModule.IPlayFabResultCommon { // If LoginTitlePlayerAccountEntity flag is set on the login request the title_player_account will also be logged in and // returned. EntityToken?: EntityTokenResponse; // PlayFab unique identifier for this newly created account. PlayFabId?: string; // Unique token identifying the user and game at the server level, for the current session. SessionTicket?: string; // Settings specific to this user. SettingsForUser?: UserSettings; // PlayFab unique user name. Username?: string; } export interface RemoveContactEmailRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface RemoveContactEmailResult extends PlayFabModule.IPlayFabResultCommon {} export interface RemoveFriendRequest extends PlayFabModule.IPlayFabRequestCommon { // PlayFab identifier of the friend account which is to be removed. FriendPlayFabId: string; } export interface RemoveFriendResult extends PlayFabModule.IPlayFabResultCommon {} export interface RemoveGenericIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Generic service identifier to be removed from the player. GenericId: GenericServiceId; } export interface RemoveGenericIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface RemoveSharedGroupMembersRequest extends PlayFabModule.IPlayFabRequestCommon { // An array of unique PlayFab assigned ID of the user on whom the operation will be performed. PlayFabIds: string[]; // Unique identifier for the shared group. SharedGroupId: string; } export interface RemoveSharedGroupMembersResult extends PlayFabModule.IPlayFabResultCommon {} export interface ReportAdActivityRequest extends PlayFabModule.IPlayFabRequestCommon { // Type of activity, may be Opened, Closed, Start or End Activity: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Unique ID of the placement to report for PlacementId: string; // Unique ID of the reward the player was offered RewardId: string; } export interface ReportAdActivityResult extends PlayFabModule.IPlayFabResultCommon {} export interface ReportPlayerClientRequest extends PlayFabModule.IPlayFabRequestCommon { // Optional additional comment by reporting player. Comment?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Unique PlayFab identifier of the reported player. ReporteeId: string; } export interface ReportPlayerClientResult extends PlayFabModule.IPlayFabResultCommon { // The number of remaining reports which may be filed today. SubmissionsRemaining: number; } export interface RestoreIOSPurchasesRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the restored items. If null, defaults to primary catalog. CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded receipt data, passed back by the App Store as a result of a successful purchase. ReceiptData: string; } export interface RestoreIOSPurchasesResult extends PlayFabModule.IPlayFabResultCommon { // Fulfilled inventory items and recorded purchases in fulfillment of the validated receipt transactions. Fulfillments?: PurchaseReceiptFulfillment[]; } export interface RewardAdActivityRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Placement unique ID PlacementId: string; // Reward unique ID RewardId: string; } export interface RewardAdActivityResult extends PlayFabModule.IPlayFabResultCommon { // PlayStream Event ID that was generated by this reward (all subsequent events are associated with this event identifier) AdActivityEventId?: string; // Debug results from the grants DebugResults?: string[]; // Id of the placement the reward was for PlacementId?: string; // Name of the placement the reward was for PlacementName?: string; // If placement has viewing limits indicates how many views are left PlacementViewsRemaining?: number; // If placement has viewing limits indicates when they will next reset PlacementViewsResetMinutes?: number; // Reward results RewardResults?: AdRewardResults; } export interface ScriptExecutionError { // Error code, such as CloudScriptNotFound, JavascriptException, CloudScriptFunctionArgumentSizeExceeded, // CloudScriptAPIRequestCountExceeded, CloudScriptAPIRequestError, or CloudScriptHTTPRequestError Error?: string; // Details about the error Message?: string; // Point during the execution of the script at which the error occurred, if any StackTrace?: string; } export interface SendAccountRecoveryEmailRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // User email address attached to their account Email: string; // The email template id of the account recovery email template to send. EmailTemplateId?: string; // Unique identifier for the title, found in the Settings > Game Properties section of the PlayFab developer site when a // title has been selected. TitleId: string; } export interface SendAccountRecoveryEmailResult extends PlayFabModule.IPlayFabResultCommon {} export interface SetFriendTagsRequest extends PlayFabModule.IPlayFabRequestCommon { // PlayFab identifier of the friend account to which the tag(s) should be applied. FriendPlayFabId: string; // Array of tags to set on the friend account. Tags: string[]; } export interface SetFriendTagsResult extends PlayFabModule.IPlayFabResultCommon {} export interface SetPlayerSecretRequest extends PlayFabModule.IPlayFabRequestCommon { // Base64 encoded body that is encrypted with the Title's public RSA key (Enterprise Only). EncryptedRequest?: string; // Player secret that is used to verify API request signatures (Enterprise Only). PlayerSecret?: string; } export interface SetPlayerSecretResult extends PlayFabModule.IPlayFabResultCommon {} export interface SharedGroupDataRecord { // Timestamp for when this data was last updated. LastUpdated: string; // Unique PlayFab identifier of the user to last update this value. LastUpdatedBy?: string; // Indicates whether this data can be read by all users (public) or only members of the group (private). Permission?: string; // Data stored for the specified group data key. Value?: string; } type SourceType = "Admin" | "BackEnd" | "GameClient" | "GameServer" | "Partner" | "Custom" | "API"; export interface StartPurchaseRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version for the items to be purchased. Defaults to most recent catalog. CatalogVersion?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Array of items to purchase. Items: ItemPurchaseRequest[]; // Store through which to purchase items. If not set, prices will be pulled from the catalog itself. StoreId?: string; } export interface StartPurchaseResult extends PlayFabModule.IPlayFabResultCommon { // Cart items to be purchased. Contents?: CartItem[]; // Purchase order identifier. OrderId?: string; // Available methods by which the user can pay. PaymentOptions?: PaymentOption[]; // Current virtual currency totals for the user. VirtualCurrencyBalances?: { [key: string]: number }; } export interface StatisticModel { // Statistic name Name?: string; // Statistic value Value: number; // Statistic version (0 if not a versioned statistic) Version: number; } export interface StatisticNameVersion { // unique name of the statistic StatisticName: string; // the version of the statistic to be returned Version: number; } export interface StatisticUpdate { // unique name of the statistic StatisticName: string; // statistic value for the player Value: number; // for updates to an existing statistic value for a player, the version of the statistic when it was loaded. Null when // setting the statistic value for the first time. Version?: number; } export interface StatisticValue { // unique name of the statistic StatisticName?: string; // statistic value for the player Value: number; // for updates to an existing statistic value for a player, the version of the statistic when it was loaded Version: number; } export interface SteamNamePlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Steam identifier. PlayFabId?: string; // Unique Steam identifier for a user, also known as Steam persona name. SteamName?: string; } export interface SteamPlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Steam identifier. PlayFabId?: string; // Unique Steam identifier for a user. SteamStringId?: string; } export interface StoreItem { // Store specific custom data. The data only exists as part of this store; it is not transferred to item instances CustomData?: any; // Intended display position for this item. Note that 0 is the first position DisplayPosition?: number; // Unique identifier of the item as it exists in the catalog - note that this must exactly match the ItemId from the // catalog ItemId: string; // Override prices for this item for specific currencies RealCurrencyPrices?: { [key: string]: number }; // Override prices for this item in virtual currencies and "RM" (the base Real Money purchase price, in USD pennies) VirtualCurrencyPrices?: { [key: string]: number }; } export interface StoreMarketingModel { // Tagline for a store. Description?: string; // Display name of a store as it will appear to users. DisplayName?: string; // Custom data about a store. Metadata?: any; } export interface SubscriptionModel { // When this subscription expires. Expiration: string; // The time the subscription was orignially purchased InitialSubscriptionTime: string; // Whether this subscription is currently active. That is, if Expiration > now. IsActive: boolean; // The status of this subscription, according to the subscription provider. Status?: string; // The id for this subscription SubscriptionId?: string; // The item id for this subscription from the primary catalog SubscriptionItemId?: string; // The provider for this subscription. Apple or Google Play are supported today. SubscriptionProvider?: string; } type SubscriptionProviderStatus = "NoError" | "Cancelled" | "UnknownError" | "BillingError" | "ProductUnavailable" | "CustomerDidNotAcceptPriceChange" | "FreeTrial" | "PaymentPending"; export interface SubtractUserVirtualCurrencyRequest extends PlayFabModule.IPlayFabRequestCommon { // Amount to be subtracted from the user balance of the specified virtual currency. Amount: number; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Name of the virtual currency which is to be decremented. VirtualCurrency: string; } export interface TagModel { // Full value of the tag, including namespace TagValue?: string; } type TitleActivationStatus = "None" | "ActivatedTitleKey" | "PendingSteam" | "ActivatedSteam" | "RevokedSteam"; export interface TitleNewsItem { // News item text. Body?: string; // Unique identifier of news item. NewsId?: string; // Date and time when the news item was posted. Timestamp: string; // Title of the news item. Title?: string; } export interface TradeInfo { // Item instances from the accepting player that are used to fulfill the trade. If null, no one has accepted the trade. AcceptedInventoryInstanceIds?: string[]; // The PlayFab ID of the player who accepted the trade. If null, no one has accepted the trade. AcceptedPlayerId?: string; // An optional list of players allowed to complete this trade. If null, anybody can complete the trade. AllowedPlayerIds?: string[]; // If set, The UTC time when this trade was canceled. CancelledAt?: string; // If set, The UTC time when this trade was fulfilled. FilledAt?: string; // If set, The UTC time when this trade was made invalid. InvalidatedAt?: string; // The catalogItem Ids of the item instances being offered. OfferedCatalogItemIds?: string[]; // The itemInstance Ids that are being offered. OfferedInventoryInstanceIds?: string[]; // The PlayFabId for the offering player. OfferingPlayerId?: string; // The UTC time when this trade was created. OpenedAt?: string; // The catalogItem Ids requested in exchange. RequestedCatalogItemIds?: string[]; // Describes the current state of this trade. Status?: string; // The identifier for this trade. TradeId?: string; } type TradeStatus = "Invalid" | "Opening" | "Open" | "Accepting" | "Accepted" | "Filled" | "Cancelled"; type TransactionStatus = "CreateCart" | "Init" | "Approved" | "Succeeded" | "FailedByProvider" | "DisputePending" | "RefundPending" | "Refunded" | "RefundFailed" | "ChargedBack" | "FailedByUber" | "FailedByPlayFab" | "Revoked" | "TradePending" | "Traded" | "Upgraded" | "StackPending" | "Stacked" | "Other" | "Failed"; export interface TreatmentAssignment { // List of the experiment variables. Variables?: Variable[]; // List of the experiment variants. Variants?: string[]; } export interface TwitchPlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Twitch identifier. PlayFabId?: string; // Unique Twitch identifier for a user. TwitchId?: string; } export interface UnlinkAndroidDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Android device identifier for the user's device. If not specified, the most recently signed in Android Device ID will be // used. AndroidDeviceId?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkAndroidDeviceIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkAppleRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkBattleNetAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkCustomIDRequest extends PlayFabModule.IPlayFabRequestCommon { // Custom unique identifier for the user, generated by the title. If not specified, the most recently signed in Custom ID // will be used. CustomId?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkCustomIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkFacebookAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkFacebookAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkFacebookInstantGamesIdRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Facebook Instant Games identifier for the user. If not specified, the most recently signed in ID will be used. FacebookInstantGamesId?: string; } export interface UnlinkFacebookInstantGamesIdResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkGameCenterAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkGameCenterAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkGoogleAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkGoogleAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkGooglePlayGamesServicesAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkGooglePlayGamesServicesAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkIOSDeviceIDRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Vendor-specific iOS identifier for the user's device. If not specified, the most recently signed in iOS Device ID will // be used. DeviceId?: string; } export interface UnlinkIOSDeviceIDResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkKongregateAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkKongregateAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkNintendoServiceAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkNintendoSwitchDeviceIdRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Nintendo Switch Device identifier for the user. If not specified, the most recently signed in device ID will be used. NintendoSwitchDeviceId?: string; } export interface UnlinkNintendoSwitchDeviceIdResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkOpenIdConnectRequest extends PlayFabModule.IPlayFabRequestCommon { // A name that identifies which configured OpenID Connect provider relationship to use. Maximum 100 characters. ConnectionId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkPSNAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkPSNAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkSteamAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkSteamAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkTwitchAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // Valid token issued by Twitch. Used to specify which twitch account to unlink from the profile. By default it uses the // one that is present on the profile. AccessToken?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkTwitchAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlinkXboxAccountRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlinkXboxAccountResult extends PlayFabModule.IPlayFabResultCommon {} export interface UnlockContainerInstanceRequest extends PlayFabModule.IPlayFabRequestCommon { // Specifies the catalog version that should be used to determine container contents. If unspecified, uses catalog // associated with the item instance. CatalogVersion?: string; // Unique PlayFab assigned ID for a specific character owned by a user CharacterId?: string; // ItemInstanceId of the container to unlock. ContainerItemInstanceId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // ItemInstanceId of the key that will be consumed by unlocking this container. If the container requires a key, this // parameter is required. KeyItemInstanceId?: string; } export interface UnlockContainerItemRequest extends PlayFabModule.IPlayFabRequestCommon { // Specifies the catalog version that should be used to determine container contents. If unspecified, uses default/primary // catalog. CatalogVersion?: string; // Unique PlayFab assigned ID for a specific character owned by a user CharacterId?: string; // Catalog ItemId of the container type to unlock. ContainerItemId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UnlockContainerItemResult extends PlayFabModule.IPlayFabResultCommon { // Items granted to the player as a result of unlocking the container. GrantedItems?: ItemInstance[]; // Unique instance identifier of the container unlocked. UnlockedItemInstanceId?: string; // Unique instance identifier of the key used to unlock the container, if applicable. UnlockedWithItemInstanceId?: string; // Virtual currency granted to the player as a result of unlocking the container. VirtualCurrency?: { [key: string]: number }; } export interface UpdateAvatarUrlRequest extends PlayFabModule.IPlayFabRequestCommon { // URL of the avatar image. If empty, it removes the existing avatar URL. ImageUrl: string; } export interface UpdateCharacterDataRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Key-value pairs to be written to the custom data. Note that keys are trimmed of whitespace, are limited in size, and may // not begin with a '!' character or be null. Data?: { [key: string]: string | null }; // Optional list of Data-keys to remove from UserData. Some SDKs cannot insert null-values into Data due to language // constraints. Use this to delete the keys directly. KeysToRemove?: string[]; // Permission to be applied to all user data keys written in this request. Defaults to "private" if not set. Permission?: string; } export interface UpdateCharacterDataResult extends PlayFabModule.IPlayFabResultCommon { // Indicates the current version of the data that has been set. This is incremented with every set call for that type of // data (read-only, internal, etc). This version can be provided in Get calls to find updated data. DataVersion: number; } export interface UpdateCharacterStatisticsRequest extends PlayFabModule.IPlayFabRequestCommon { // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; // Statistics to be updated with the provided values, in the Key(string), Value(int) pattern. CharacterStatistics?: { [key: string]: number }; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; } export interface UpdateCharacterStatisticsResult extends PlayFabModule.IPlayFabResultCommon {} export interface UpdatePlayerCustomPropertiesRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Optional field used for concurrency control. One can ensure that the update operation will only be performed if the // player's properties have not been updated by any other clients since last the version. ExpectedPropertiesVersion?: number; // Collection of properties to be set for a player. Properties: UpdateProperty[]; } export interface UpdatePlayerCustomPropertiesResult extends PlayFabModule.IPlayFabResultCommon { // Indicates the current version of a player's properties that have been set. This is incremented after updates and // deletes. This version can be provided in update and delete calls for concurrency control. PropertiesVersion: number; } export interface UpdatePlayerStatisticsRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Statistics to be updated with the provided values Statistics: StatisticUpdate[]; } export interface UpdatePlayerStatisticsResult extends PlayFabModule.IPlayFabResultCommon {} export interface UpdateProperty { // Name of the custom property. Can contain Unicode letters and digits. They are limited in size. Name: string; // Value of the custom property. Limited to booleans, numbers, and strings. Value: any; } export interface UpdateSharedGroupDataRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Key-value pairs to be written to the custom data. Note that keys are trimmed of whitespace, are limited in size, and may // not begin with a '!' character or be null. Data?: { [key: string]: string | null }; // Optional list of Data-keys to remove from UserData. Some SDKs cannot insert null-values into Data due to language // constraints. Use this to delete the keys directly. KeysToRemove?: string[]; // Permission to be applied to all user data keys in this request. Permission?: string; // Unique identifier for the shared group. SharedGroupId: string; } export interface UpdateSharedGroupDataResult extends PlayFabModule.IPlayFabResultCommon {} export interface UpdateUserDataRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Key-value pairs to be written to the custom data. Note that keys are trimmed of whitespace, are limited in size, and may // not begin with a '!' character or be null. Data?: { [key: string]: string | null }; // Optional list of Data-keys to remove from UserData. Some SDKs cannot insert null-values into Data due to language // constraints. Use this to delete the keys directly. KeysToRemove?: string[]; // Permission to be applied to all user data keys written in this request. Defaults to "private" if not set. This is used // for requests by one player for information about another player; those requests will only return Public keys. Permission?: string; } export interface UpdateUserDataResult extends PlayFabModule.IPlayFabResultCommon { // Indicates the current version of the data that has been set. This is incremented with every set call for that type of // data (read-only, internal, etc). This version can be provided in Get calls to find updated data. DataVersion: number; } export interface UpdateUserTitleDisplayNameRequest extends PlayFabModule.IPlayFabRequestCommon { // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // New title display name for the user - must be between 3 and 25 characters. DisplayName: string; } export interface UpdateUserTitleDisplayNameResult extends PlayFabModule.IPlayFabResultCommon { // Current title display name for the user (this will be the original display name if the rename attempt failed). DisplayName?: string; } export interface UserAccountInfo { // User Android device information, if an Android device has been linked AndroidDeviceInfo?: UserAndroidDeviceInfo; // Sign in with Apple account information, if an Apple account has been linked AppleAccountInfo?: UserAppleIdInfo; // Battle.net account information, if a Battle.net account has been linked BattleNetAccountInfo?: UserBattleNetInfo; // Timestamp indicating when the user account was created Created: string; // Custom ID information, if a custom ID has been assigned CustomIdInfo?: UserCustomIdInfo; // User Facebook information, if a Facebook account has been linked FacebookInfo?: UserFacebookInfo; // Facebook Instant Games account information, if a Facebook Instant Games account has been linked FacebookInstantGamesIdInfo?: UserFacebookInstantGamesIdInfo; // User Gamecenter information, if a Gamecenter account has been linked GameCenterInfo?: UserGameCenterInfo; // User Google account information, if a Google account has been linked GoogleInfo?: UserGoogleInfo; // User Google Play Games account information, if a Google Play Games account has been linked GooglePlayGamesInfo?: UserGooglePlayGamesInfo; // User iOS device information, if an iOS device has been linked IosDeviceInfo?: UserIosDeviceInfo; // User Kongregate account information, if a Kongregate account has been linked KongregateInfo?: UserKongregateInfo; // Nintendo Switch account information, if a Nintendo Switch account has been linked NintendoSwitchAccountInfo?: UserNintendoSwitchAccountIdInfo; // Nintendo Switch device information, if a Nintendo Switch device has been linked NintendoSwitchDeviceIdInfo?: UserNintendoSwitchDeviceIdInfo; // OpenID Connect information, if any OpenID Connect accounts have been linked OpenIdInfo?: UserOpenIdInfo[]; // Unique identifier for the user account PlayFabId?: string; // Personal information for the user which is considered more sensitive PrivateInfo?: UserPrivateAccountInfo; // User PlayStation :tm: Network account information, if a PlayStation :tm: Network account has been linked PsnInfo?: UserPsnInfo; // Server Custom ID information, if a server custom ID has been assigned ServerCustomIdInfo?: UserServerCustomIdInfo; // User Steam information, if a Steam account has been linked SteamInfo?: UserSteamInfo; // Title-specific information for the user account TitleInfo?: UserTitleInfo; // User Twitch account information, if a Twitch account has been linked TwitchInfo?: UserTwitchInfo; // User account name in the PlayFab service Username?: string; // User XBox account information, if a XBox account has been linked XboxInfo?: UserXboxInfo; } export interface UserAndroidDeviceInfo { // Android device ID AndroidDeviceId?: string; } export interface UserAppleIdInfo { // Apple subject ID AppleSubjectId?: string; } export interface UserBattleNetInfo { // Battle.net identifier BattleNetAccountId?: string; // Battle.net display name BattleNetBattleTag?: string; } export interface UserCustomIdInfo { // Custom ID CustomId?: string; } type UserDataPermission = "Private" | "Public"; export interface UserDataRecord { // Timestamp for when this data was last updated. LastUpdated: string; // Indicates whether this data can be read by all users (public) or only the user (private). This is used for GetUserData // requests being made by one player about another player. Permission?: string; // Data stored for the specified user data key. Value?: string; } export interface UserFacebookInfo { // Facebook identifier FacebookId?: string; // Facebook full name FullName?: string; } export interface UserFacebookInstantGamesIdInfo { // Facebook Instant Games ID FacebookInstantGamesId?: string; } export interface UserGameCenterInfo { // Gamecenter identifier GameCenterId?: string; } export interface UserGoogleInfo { // Email address of the Google account GoogleEmail?: string; // Gender information of the Google account GoogleGender?: string; // Google ID GoogleId?: string; // Locale of the Google account GoogleLocale?: string; // Name of the Google account user GoogleName?: string; } export interface UserGooglePlayGamesInfo { // Avatar image url of the Google Play Games player GooglePlayGamesPlayerAvatarImageUrl?: string; // Display name of the Google Play Games player GooglePlayGamesPlayerDisplayName?: string; // Google Play Games player ID GooglePlayGamesPlayerId?: string; } export interface UserIosDeviceInfo { // iOS device ID IosDeviceId?: string; } export interface UserKongregateInfo { // Kongregate ID KongregateId?: string; // Kongregate Username KongregateName?: string; } export interface UserNintendoSwitchAccountIdInfo { // Nintendo Switch account subject ID NintendoSwitchAccountSubjectId?: string; } export interface UserNintendoSwitchDeviceIdInfo { // Nintendo Switch Device ID NintendoSwitchDeviceId?: string; } export interface UserOpenIdInfo { // OpenID Connection ID ConnectionId?: string; // OpenID Issuer Issuer?: string; // OpenID Subject Subject?: string; } type UserOrigination = "Organic" | "Steam" | "Google" | "Amazon" | "Facebook" | "Kongregate" | "GamersFirst" | "Unknown" | "IOS" | "LoadTest" | "Android" | "PSN" | "GameCenter" | "CustomId" | "XboxLive" | "Parse" | "Twitch" | "ServerCustomId" | "NintendoSwitchDeviceId" | "FacebookInstantGamesId" | "OpenIdConnect" | "Apple" | "NintendoSwitchAccount" | "GooglePlayGames" | "XboxMobileStore" | "King" | "BattleNet"; export interface UserPrivateAccountInfo { // user email address Email?: string; } export interface UserPsnInfo { // PlayStation :tm: Network account ID PsnAccountId?: string; // PlayStation :tm: Network online ID PsnOnlineId?: string; } export interface UserServerCustomIdInfo { // Custom ID CustomId?: string; } export interface UserSettings { // Boolean for whether this player is eligible for gathering device info. GatherDeviceInfo: boolean; // Boolean for whether this player should report OnFocus play-time tracking. GatherFocusInfo: boolean; // Boolean for whether this player is eligible for ad tracking. NeedsAttribution: boolean; } export interface UserSteamInfo { // what stage of game ownership the user is listed as being in, from Steam SteamActivationStatus?: string; // the country in which the player resides, from Steam data SteamCountry?: string; // currency type set in the user Steam account SteamCurrency?: string; // Steam identifier SteamId?: string; // Steam display name SteamName?: string; } export interface UserTitleInfo { // URL to the player's avatar. AvatarUrl?: string; // timestamp indicating when the user was first associated with this game (this can differ significantly from when the user // first registered with PlayFab) Created: string; // name of the user, as it is displayed in-game DisplayName?: string; // timestamp indicating when the user first signed into this game (this can differ from the Created timestamp, as other // events, such as issuing a beta key to the user, can associate the title to the user) FirstLogin?: string; // boolean indicating whether or not the user is currently banned for a title isBanned?: boolean; // timestamp for the last user login for this title LastLogin?: string; // source by which the user first joined the game, if known Origination?: string; // Title player account entity for this user TitlePlayerAccount?: EntityKey; } export interface UserTwitchInfo { // Twitch ID TwitchId?: string; // Twitch Username TwitchUserName?: string; } export interface UserXboxInfo { // XBox user ID XboxUserId?: string; // XBox user sandbox XboxUserSandbox?: string; } export interface ValidateAmazonReceiptRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the fulfilled items. If null, defaults to the primary catalog. CatalogVersion?: string; // Currency used to pay for the purchase (ISO 4217 currency code). CurrencyCode?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Amount of the stated currency paid, in centesimal units. PurchasePrice: number; // ReceiptId returned by the Amazon App Store in-app purchase API ReceiptId: string; // AmazonId of the user making the purchase as returned by the Amazon App Store in-app purchase API UserId: string; } export interface ValidateAmazonReceiptResult extends PlayFabModule.IPlayFabResultCommon { // Fulfilled inventory items and recorded purchases in fulfillment of the validated receipt transactions. Fulfillments?: PurchaseReceiptFulfillment[]; } export interface ValidateGooglePlayPurchaseRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the fulfilled items. If null, defaults to the primary catalog. CatalogVersion?: string; // Currency used to pay for the purchase (ISO 4217 currency code). CurrencyCode?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Amount of the stated currency paid, in centesimal units. PurchasePrice?: number; // Original JSON string returned by the Google Play IAB API. ReceiptJson: string; // Signature returned by the Google Play IAB API. Signature: string; } export interface ValidateGooglePlayPurchaseResult extends PlayFabModule.IPlayFabResultCommon { // Fulfilled inventory items and recorded purchases in fulfillment of the validated receipt transactions. Fulfillments?: PurchaseReceiptFulfillment[]; } export interface ValidateIOSReceiptRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the fulfilled items. If null, defaults to the primary catalog. CatalogVersion?: string; // Currency used to pay for the purchase (ISO 4217 currency code). CurrencyCode?: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Base64 encoded receipt data, passed back by the App Store as a result of a successful purchase. JwsReceiptData?: string; // Amount of the stated currency paid, in centesimal units. PurchasePrice: number; // Base64 encoded receipt data, passed back by the App Store as a result of a successful purchase. ReceiptData?: string; } export interface ValidateIOSReceiptResult extends PlayFabModule.IPlayFabResultCommon { // Fulfilled inventory items and recorded purchases in fulfillment of the validated receipt transactions. Fulfillments?: PurchaseReceiptFulfillment[]; } export interface ValidateWindowsReceiptRequest extends PlayFabModule.IPlayFabRequestCommon { // Catalog version of the fulfilled items. If null, defaults to the primary catalog. CatalogVersion?: string; // Currency used to pay for the purchase (ISO 4217 currency code). CurrencyCode: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // Amount of the stated currency paid, in centesimal units. PurchasePrice: number; // XML Receipt returned by the Windows App Store in-app purchase API Receipt: string; } export interface ValidateWindowsReceiptResult extends PlayFabModule.IPlayFabResultCommon { // Fulfilled inventory items and recorded purchases in fulfillment of the validated receipt transactions. Fulfillments?: PurchaseReceiptFulfillment[]; } export interface ValueToDateModel { // ISO 4217 code of the currency used in the purchases Currency?: string; // Total value of the purchases in a whole number of 1/100 monetary units. For example, 999 indicates nine dollars and // ninety-nine cents when Currency is 'USD') TotalValue: number; // Total value of the purchases in a string representation of decimal monetary units. For example, '9.99' indicates nine // dollars and ninety-nine cents when Currency is 'USD'. TotalValueAsDecimal?: string; } export interface Variable { // Name of the variable. Name: string; // Value of the variable. Value?: string; } export interface VirtualCurrencyRechargeTime { // Maximum value to which the regenerating currency will automatically increment. Note that it can exceed this value // through use of the AddUserVirtualCurrency API call. However, it will not regenerate automatically until it has fallen // below this value. RechargeMax: number; // Server timestamp in UTC indicating the next time the virtual currency will be incremented. RechargeTime: string; // Time remaining (in seconds) before the next recharge increment of the virtual currency. SecondsToRecharge: number; } export interface WriteClientCharacterEventRequest extends PlayFabModule.IPlayFabRequestCommon { // Custom event properties. Each property consists of a name (string) and a value (JSON object). Body?: { [key: string]: any }; // Unique PlayFab assigned ID for a specific character owned by a user CharacterId: string; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the event, within the namespace scoped to the title. The naming convention is up to the caller, but it // commonly follows the subject_verb_object pattern (e.g. player_logged_in). EventName: string; // The time (in UTC) associated with this event. The value defaults to the current time. Timestamp?: string; } export interface WriteClientPlayerEventRequest extends PlayFabModule.IPlayFabRequestCommon { // Custom data properties associated with the event. Each property consists of a name (string) and a value (JSON object). Body?: { [key: string]: any }; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the event, within the namespace scoped to the title. The naming convention is up to the caller, but it // commonly follows the subject_verb_object pattern (e.g. player_logged_in). EventName: string; // The time (in UTC) associated with this event. The value defaults to the current time. Timestamp?: string; } export interface WriteEventResponse extends PlayFabModule.IPlayFabResultCommon { // The unique identifier of the event. The values of this identifier consist of ASCII characters and are not constrained to // any particular format. EventId?: string; } export interface WriteTitleEventRequest extends PlayFabModule.IPlayFabRequestCommon { // Custom event properties. Each property consists of a name (string) and a value (JSON object). Body?: { [key: string]: any }; // The optional custom tags associated with the request (e.g. build number, external trace identifiers, etc.). CustomTags?: { [key: string]: string | null }; // The name of the event, within the namespace scoped to the title. The naming convention is up to the caller, but it // commonly follows the subject_verb_object pattern (e.g. player_logged_in). EventName: string; // The time (in UTC) associated with this event. The value defaults to the current time. Timestamp?: string; } export interface XboxLiveAccountPlayFabIdPair { // Unique PlayFab identifier for a user, or null if no PlayFab account is linked to the Xbox Live identifier. PlayFabId?: string; // Unique Xbox Live identifier for a user. XboxLiveAccountId?: string; } }